| #version 440 |
| |
| layout(location = 0) in vec2 sampleCoord; |
| layout(location = 1) in vec2 sCoordUp; |
| layout(location = 2) in vec2 sCoordDown; |
| layout(location = 3) in vec2 sCoordLeft; |
| layout(location = 4) in vec2 sCoordRight; |
| |
| layout(location = 0) out vec4 fragColor; |
| |
| layout(binding = 1) uniform sampler2D _qt_texture; |
| |
| layout(std140, binding = 0) uniform buf { |
| // must match styledtext |
| mat4 matrix; |
| vec4 color; |
| vec2 textureScale; |
| float dpr; |
| vec4 styleColor; |
| vec2 shift; |
| } ubuf; |
| |
| void main() |
| { |
| float glyph = texture(_qt_texture, sampleCoord).a; // take .a instead of .r |
| float outline = clamp(clamp(texture(_qt_texture, sCoordUp).a + |
| texture(_qt_texture, sCoordDown).a + |
| texture(_qt_texture, sCoordLeft).a + |
| texture(_qt_texture, sCoordRight).a, |
| 0.0, 1.0) - glyph, |
| 0.0, 1.0); |
| fragColor = outline * ubuf.styleColor + glyph * ubuf.color; |
| } |