| #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; |
| vec2 textureScale; |
| vec4 color; |
| float alphaMin; |
| float alphaMax; |
| // up to this point it must match distancefieldtext |
| vec4 styleColor; |
| float outlineAlphaMax0; |
| float outlineAlphaMax1; |
| } ubuf; |
| |
| void main() |
| { |
| float d = texture(_qt_texture, sampleCoord).a; |
| fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(ubuf.alphaMin, ubuf.alphaMax, d)) |
| * smoothstep(ubuf.outlineAlphaMax0, ubuf.outlineAlphaMax1, d); |
| } |