varying highp vec3 sampleNearLeft; | |
varying highp vec3 sampleNearRight; | |
uniform sampler2D _qt_texture; | |
uniform lowp vec4 color; | |
uniform mediump float alphaMin; | |
uniform mediump float alphaMax; | |
void main() | |
{ | |
highp vec2 n; | |
n.x = texture2DProj(_qt_texture, sampleNearLeft).a; | |
n.y = texture2DProj(_qt_texture, sampleNearRight).a; | |
n = smoothstep(alphaMin, alphaMax, n); | |
highp float c = 0.5 * (n.x + n.y); | |
gl_FragColor = vec4(n.x, c, n.y, c) * color.w; | |
} |