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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 distance = texture(_qt_texture, sampleCoord).a;
float f = fwidth(distance);
float a = smoothstep(0.5 - f, 0.5 + f, distance);
float shiftedDistance = texture(_qt_texture, shiftedSampleCoord).a;
float shiftedF = fwidth(shiftedDistance);
float shiftedA = smoothstep(0.5 - shiftedF, 0.5 + shiftedF, shiftedDistance);
vec4 shifted = ubuf.styleColor * shiftedA;
fragColor = mix(shifted, ubuf.color, a);
}
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