#version 150 core | |
in vec2 sampleCoord; | |
in vec2 shiftedSampleCoord; | |
out vec4 fragColor; | |
uniform sampler2D _qt_texture; | |
uniform vec4 color; | |
uniform vec4 styleColor; | |
void main() | |
{ | |
float glyph = texture(_qt_texture, sampleCoord).r; | |
float style = clamp(texture(_qt_texture, shiftedSampleCoord).r - glyph, | |
0.0, 1.0); | |
fragColor = style * styleColor + glyph * color; | |
} |