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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only

#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 {
#if QSHADER_VIEW_COUNT >= 2
    mat4 matrix[QSHADER_VIEW_COUNT];
#else
    mat4 matrix;
#endif
    vec2 textureScale;
    vec4 color;
    float alphaMin;
    float alphaMax;
    // up to this point it must match distancefieldtext
    vec4 styleColor;
    vec2 shift;
};

void main()
{
    float a = smoothstep(alphaMin, alphaMax, texture(_qt_texture, sampleCoord).a);
    vec4 shifted = styleColor * smoothstep(alphaMin, alphaMax,
                                                texture(_qt_texture, shiftedSampleCoord).a);
    fragColor = mix(shifted, color, a);
}