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// 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 vec3 sampleNearLeft;
layout(location = 1) in vec3 sampleNearRight;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 matrix[QSHADER_VIEW_COUNT];
#else
mat4 matrix;
#endif
vec2 textureScale;
vec4 color;
float alphaMin;
float alphaMax;
// up to this point it must match distancefieldtext
float fontScale;
vec4 vecDelta;
};
void main()
{
vec2 n;
n.x = textureProj(_qt_texture, sampleNearLeft).r;
n.y = textureProj(_qt_texture, sampleNearRight).r;
n = smoothstep(alphaMin, alphaMax, n);
float c = 0.5 * (n.x + n.y);
fragColor = vec4(n.x, c, n.y, c) * color.w;
}