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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
// qt_Matrix and qt_Opacity must always be both present
// if the built-in vertex shader is used.
mat4 qt_Matrix;
float qt_Opacity;
float threshold;
float spread;
};
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D maskSource;
void main()
{
vec4 colorFragment = texture(source, qt_TexCoord0.st);
vec4 maskFragment = texture(maskSource, qt_TexCoord0.st);
fragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity;
}
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