| #version 440 |
| |
| layout(location = 0) in vec2 sampleCoord; |
| layout(location = 1) in vec3 sampleFarLeft; |
| layout(location = 2) in vec3 sampleNearLeft; |
| layout(location = 3) in vec3 sampleNearRight; |
| layout(location = 4) in vec3 sampleFarRight; |
| |
| 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() |
| { |
| vec4 n; |
| n.x = textureProj(_qt_texture, sampleFarLeft).r; |
| n.y = textureProj(_qt_texture, sampleNearLeft).r; |
| float c = texture(_qt_texture, sampleCoord).r; |
| n.z = textureProj(_qt_texture, sampleNearRight).r; |
| n.w = textureProj(_qt_texture, sampleFarRight).r; |
| |
| vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); |
| vec2 lo = mix(vec2(ubuf.alphaMin), vec2(0.5), d); |
| vec2 hi = mix(vec2(ubuf.alphaMax), vec2(0.5), d); |
| n = smoothstep(lo.xxyy, hi.xxyy, n); |
| c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c); |
| |
| fragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * ubuf.color.w; |
| } |