varying highp vec2 qt_TexCoord0; | |
uniform highp float qt_Opacity; | |
uniform lowp sampler2D source; | |
uniform lowp sampler2D maskSource; | |
uniform highp float threshold; | |
uniform highp float spread; | |
void main(void) { | |
lowp vec4 colorFragment = texture2D(source, qt_TexCoord0.st); | |
lowp vec4 maskFragment = texture2D(maskSource, qt_TexCoord0.st); | |
gl_FragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity; | |
} |