| varying highp vec2 sampleCoord; |
| varying highp vec2 sCoordUp; |
| varying highp vec2 sCoordDown; |
| varying highp vec2 sCoordLeft; |
| varying highp vec2 sCoordRight; |
| |
| uniform sampler2D _qt_texture; |
| uniform lowp vec4 color; |
| uniform lowp vec4 styleColor; |
| |
| void main() |
| { |
| lowp float glyph = texture2D(_qt_texture, sampleCoord).a; |
| lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a + |
| texture2D(_qt_texture, sCoordDown).a + |
| texture2D(_qt_texture, sCoordLeft).a + |
| texture2D(_qt_texture, sCoordRight).a, |
| 0.0, 1.0) - glyph, |
| 0.0, 1.0); |
| gl_FragColor = outline * styleColor + glyph * color; |
| } |