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in vec2 sampleCoord;
in vec2 shadowSampleCoord;
in vec4 normalizedTextureBounds;
uniform sampler2D _qt_texture;
uniform vec4 color;
uniform vec4 shadowColor;
void main()
{
float shadowDistance = texture(_qt_texture,
clamp(shadowSampleCoord,
normalizedTextureBounds.xy,
normalizedTextureBounds.zw)).r;
float shadowDistanceD = fwidth(shadowDistance);
float shadowAlpha = smoothstep(0.5 - shadowDistanceD, 0.5, shadowDistance);
vec4 shadowPixel = color * shadowColor * shadowAlpha;
float textDistance = texture(_qt_texture,
clamp(sampleCoord,
normalizedTextureBounds.xy,
normalizedTextureBounds.zw)).r;
float textDistanceD = fwidth(textDistance);
float textAlpha = smoothstep(0.5 - textDistanceD, 0.5, textDistance);
vec4 textPixel = color * textAlpha;
fragOutput = mix(shadowPixel, textPixel, textPixel.a);
}
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