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#version 440
layout(location = 0) in vec2 sampleCoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
vec2 textureScale;
vec4 color;
float alphaMin;
float alphaMax;
// up to this point it must match distancefieldtext
vec4 styleColor;
float outlineAlphaMax0;
float outlineAlphaMax1;
} ubuf;
void main()
{
float distance = texture(_qt_texture, sampleCoord).a;
float f = fwidth(distance);
// The outlineLimit is based on font size, but scales with the transform, so
// we can calculate it from the outline span.
float outlineLimit = (ubuf.outlineAlphaMax1 - ubuf.outlineAlphaMax0) / 2.0 + ubuf.outlineAlphaMax0;
float a = smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance);
fragColor = step(1.0 - a, 1.0) * mix(ubuf.styleColor, ubuf.color, a) * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance);
}
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