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varying highp vec2 sampleCoord;
varying highp vec2 alphas;
varying highp vec2 shadowSampleCoord;
varying highp vec4 normalizedTextureBounds;
uniform sampler2D _qt_texture;
uniform highp vec4 color;
uniform highp vec4 shadowColor;
void main()
{
highp float shadowAlpha = smoothstep(alphas.x,
alphas.y,
texture2D(_qt_texture,
clamp(shadowSampleCoord,
normalizedTextureBounds.xy,
normalizedTextureBounds.zw)).a);
highp vec4 shadowPixel = shadowColor * shadowAlpha;
highp float textAlpha = smoothstep(alphas.x,
alphas.y,
texture2D(_qt_texture,
clamp(sampleCoord,
normalizedTextureBounds.xy,
normalizedTextureBounds.zw)).a);
highp vec4 textPixel = color * textAlpha;
gl_FragColor = mix(shadowPixel, textPixel, textPixel.a);
}
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