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in vec2 sampleCoord;
in vec2 shadowSampleCoord;
in vec4 normalizedTextureBounds;
out vec4 fragColor;
uniform sampler2D _qt_texture;
uniform vec4 color;
uniform vec4 shadowColor;
in vec2 alphas;
void main()
{
float shadowAlpha = smoothstep(alphas.x,
alphas.y,
texture(_qt_texture,
clamp(shadowSampleCoord,
normalizedTextureBounds.xy,
normalizedTextureBounds.zw)).r);
vec4 shadowPixel = shadowColor * shadowAlpha;
float textAlpha = smoothstep(alphas.x,
alphas.y,
texture(_qt_texture,
clamp(sampleCoord,
normalizedTextureBounds.xy,
normalizedTextureBounds.zw)).r);
vec4 textPixel = color * textAlpha;
fragColor = mix(shadowPixel, textPixel, textPixel.a);
}
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