| #version 440 |
| |
| layout(location = 0) in vec3 sampleNearLeft; |
| layout(location = 1) in vec3 sampleNearRight; |
| |
| 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 |
| float fontScale; |
| vec4 vecDelta; |
| } ubuf; |
| |
| void main() |
| { |
| vec2 n; |
| n.x = textureProj(_qt_texture, sampleNearLeft).a; |
| n.y = textureProj(_qt_texture, sampleNearRight).a; |
| n = smoothstep(ubuf.alphaMin, ubuf.alphaMax, n); |
| float c = 0.5 * (n.x + n.y); |
| fragColor = vec4(n.x, c, n.y, c) * ubuf.color.w; |
| } |