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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 {
mat4 modelViewMatrix;
#if QSHADER_VIEW_COUNT >= 2
mat4 projectionMatrix[QSHADER_VIEW_COUNT];
#else
mat4 projectionMatrix;
#endif
vec2 textureScale;
float dpr;
vec4 color;
// the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
};
void main()
{
float glyph = texture(_qt_texture, sampleCoord).a; // take .a instead of .r
float style = clamp(texture(_qt_texture, shiftedSampleCoord).a - glyph,
0.0, 1.0);
fragColor = style * styleColor + glyph * color;
}
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