#version 440 | |
layout(location = 0) in vec2 sampleCoord; | |
layout(location = 0) out vec4 fragColor; | |
layout(binding = 1) uniform sampler2D _qt_texture; | |
layout(std140, binding = 0) uniform buf { | |
mat4 matrix; | |
vec4 color; // only alpha is used, but must be vec4 due to layout compat | |
vec2 textureScale; | |
float dpr; | |
} ubuf; | |
void main() | |
{ | |
vec4 glyph = texture(_qt_texture, sampleCoord); | |
fragColor = vec4(glyph.rgb * ubuf.color.a, glyph.a); | |
} |