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