| #version 150 core |
| |
| in vec2 sampleCoord; |
| in vec3 sampleFarLeft; |
| in vec3 sampleNearLeft; |
| in vec3 sampleNearRight; |
| in vec3 sampleFarRight; |
| |
| out vec4 fragColor; |
| |
| uniform sampler2D _qt_texture; |
| uniform vec4 color; |
| uniform float alphaMin; |
| uniform float alphaMax; |
| |
| void main() |
| { |
| vec4 n; |
| n.x = textureProj(_qt_texture, sampleFarLeft).r; |
| n.y = textureProj(_qt_texture, sampleNearLeft).r; |
| float c = texture(_qt_texture, sampleCoord).r; |
| n.z = textureProj(_qt_texture, sampleNearRight).r; |
| n.w = textureProj(_qt_texture, sampleFarRight).r; |
| |
| vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); |
| vec2 lo = mix(vec2(alphaMin), vec2(0.5), d); |
| vec2 hi = mix(vec2(alphaMax), vec2(0.5), d); |
| n = smoothstep(lo.xxyy, hi.xxyy, n); |
| c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c); |
| |
| fragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; |
| } |