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#version 440
layout(location = 0) in vec2 sampleCoord;
layout(location = 1) in vec2 shiftedSampleCoord;
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;
vec2 shift;
} ubuf;
void main()
{
float a = smoothstep(ubuf.alphaMin, ubuf.alphaMax, texture(_qt_texture, sampleCoord).r);
vec4 shifted = ubuf.styleColor * smoothstep(ubuf.alphaMin, ubuf.alphaMax,
texture(_qt_texture, shiftedSampleCoord).r);
fragColor = mix(shifted, ubuf.color, a);
}
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