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#version 440
layout(location = 0) in vec2 sampleCoord;
layout(location = 1) in vec2 sCoordUp;
layout(location = 2) in vec2 sCoordDown;
layout(location = 3) in vec2 sCoordLeft;
layout(location = 4) in vec2 sCoordRight;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
mat4 modelViewMatrix;
mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
// the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
void main()
{
float glyph = texture(_qt_texture, sampleCoord).a; // take .a instead of .r
float outline = clamp(clamp(texture(_qt_texture, sCoordUp).a +
texture(_qt_texture, sCoordDown).a +
texture(_qt_texture, sCoordLeft).a +
texture(_qt_texture, sCoordRight).a,
0.0, 1.0) - glyph,
0.0, 1.0);
fragColor = outline * ubuf.styleColor + step(1.0 - glyph, 1.0) * glyph * ubuf.color;
}
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