// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #version 440 layout(location = 0) in vec2 sampleCoord; layout(location = 1) in vec2 shiftedSampleCoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D _qt_texture; layout(std140, binding = 0) uniform buf { mat4 modelViewMatrix; #if QSHADER_VIEW_COUNT >= 2 mat4 projectionMatrix[QSHADER_VIEW_COUNT]; #else mat4 projectionMatrix; #endif vec2 textureScale; float dpr; vec4 color; // the above must stay compatible with textmask/8bittextmask vec4 styleColor; vec2 shift; }; void main() { float glyph = texture(_qt_texture, sampleCoord).a; // take .a instead of .r float style = clamp(texture(_qt_texture, shiftedSampleCoord).a - glyph, 0.0, 1.0); fragColor = style * styleColor + glyph * color; }