blob: 9a3d8cf5eddbac00a514db6be2cce660cdcf9b67 [file] [log] [blame]
#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;
}