blob: 723227a04d66415810efebb2b13003bcc39c28ec [file] [log] [blame]
#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;
}