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authorKim Motoyoshi Kalland <kim.kalland@nokia.com>2010-12-07 10:44:49 +0100
committerKim Motoyoshi Kalland <kim.kalland@nokia.com>2010-12-07 10:58:07 +0100
commit8ab14c354cf5a426295c55f6a62b07d0fde2c805 (patch)
treec22c113df0836bde6f498e1dedda96c3fab7cd89
parent3dfa704668e935cad3d40e62fc03fe61266b9d21 (diff)
Changed the names of shader variables to match Qt3D.
qt_Matrix -> qt_ModelViewProjectionMatrix qt_TexCoord -> qt_TexCoord0 Task-number: QTBUG-15565
-rw-r--r--examples/shadereffectitem/Effectoids/Box4PointBlur.qml12
-rw-r--r--examples/shadereffectitem/Effectoids/Colorize.qml12
-rw-r--r--examples/shadereffectitem/Effectoids/Directional4PointBlur.qml12
-rw-r--r--examples/shadereffectitem/Effectoids/Directional8PointBlur.qml12
-rw-r--r--examples/shadereffectitem/Effectoids/DropShadow.qml12
-rw-r--r--src/effects/shadereffectitem.cpp32
-rw-r--r--tests/effects.qml77
-rw-r--r--tests/opacityeffect.qml4
8 files changed, 107 insertions, 66 deletions
diff --git a/examples/shadereffectitem/Effectoids/Box4PointBlur.qml b/examples/shadereffectitem/Effectoids/Box4PointBlur.qml
index 2f5ac01..e2486a9 100644
--- a/examples/shadereffectitem/Effectoids/Box4PointBlur.qml
+++ b/examples/shadereffectitem/Effectoids/Box4PointBlur.qml
@@ -44,14 +44,14 @@ import QtQuick 2.0
ShaderEffectItem
{
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 my_TexCoord2; \n" +
"varying highp vec2 my_TexCoord3; \n" +
"varying highp vec2 my_TexCoord4; \n" +
"uniform lowp sampler2D source; \n" +
"uniform highp float qt_Opacity; \n" +
"void main() { \n" +
- " gl_FragColor = qt_Opacity * (texture2D(source, qt_TexCoord) \n" +
+ " gl_FragColor = qt_Opacity * (texture2D(source, qt_TexCoord0) \n" +
" + texture2D(source, my_TexCoord2) \n" +
" + texture2D(source, my_TexCoord3) \n" +
" + texture2D(source, my_TexCoord4)) * 0.25; \n" +
@@ -60,11 +60,11 @@ ShaderEffectItem
vertexShader:
"attribute highp vec4 qt_Vertex; \n" +
"attribute highp vec2 qt_MultiTexCoord0; \n" +
- "uniform highp mat4 qt_Matrix; \n" +
+ "uniform highp mat4 qt_ModelViewProjectionMatrix; \n" +
"uniform highp float xOffset; \n" +
"uniform highp float yOffset; \n" +
"uniform highp vec2 _normMargins; \n" +
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 my_TexCoord2; \n" +
"varying highp vec2 my_TexCoord3; \n" +
"varying highp vec2 my_TexCoord4; \n" +
@@ -73,11 +73,11 @@ ShaderEffectItem
" highp vec2 s2 = vec2(-xOffset, yOffset); \n" +
" highp vec2 tcoord = mix(_normMargins, \n" +
" qt_MultiTexCoord0 - _normMargins, qt_MultiTexCoord0); \n" +
- " qt_TexCoord = tcoord + s1; \n" +
+ " qt_TexCoord0 = tcoord + s1; \n" +
" my_TexCoord2 = tcoord - s1; \n" +
" my_TexCoord3 = tcoord + s2; \n" +
" my_TexCoord4 = tcoord - s2; \n" +
- " gl_Position = qt_Matrix * qt_Vertex; \n" +
+ " gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; \n" +
"}"
property real xOffset: 0.5 / width
diff --git a/examples/shadereffectitem/Effectoids/Colorize.qml b/examples/shadereffectitem/Effectoids/Colorize.qml
index 3d2c994..7bf0e88 100644
--- a/examples/shadereffectitem/Effectoids/Colorize.qml
+++ b/examples/shadereffectitem/Effectoids/Colorize.qml
@@ -44,13 +44,13 @@ import QtQuick 2.0
ShaderEffectItem
{
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
- " lowp vec4 pix = texture2D(source, qt_TexCoord); \n" +
+ " lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
" lowp float gray = dot(pix.xyz, vec3(0.5, 0.5, 0.5)); \n" +
" gl_FragColor = qt_Opacity * mix(pix, vec4(color.xyz * gray, pix.w), intensity); \n" +
"}"
@@ -58,11 +58,11 @@ ShaderEffectItem
vertexShader:
"attribute highp vec4 qt_Vertex; \n" +
"attribute highp vec2 qt_MultiTexCoord0; \n" +
- "uniform highp mat4 qt_Matrix; \n" +
- "varying highp vec2 qt_TexCoord; \n" +
+ "uniform highp mat4 qt_ModelViewProjectionMatrix; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"void main() { \n" +
- " qt_TexCoord = qt_MultiTexCoord0; \n" +
- " gl_Position = qt_Matrix * qt_Vertex; \n" +
+ " qt_TexCoord0 = qt_MultiTexCoord0; \n" +
+ " gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; \n" +
"}"
property color color;
diff --git a/examples/shadereffectitem/Effectoids/Directional4PointBlur.qml b/examples/shadereffectitem/Effectoids/Directional4PointBlur.qml
index 4a745b4..b2d5d22 100644
--- a/examples/shadereffectitem/Effectoids/Directional4PointBlur.qml
+++ b/examples/shadereffectitem/Effectoids/Directional4PointBlur.qml
@@ -44,14 +44,14 @@ import QtQuick 2.0
ShaderEffectItem
{
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 qt_TexCoord2; \n" +
"varying highp vec2 qt_TexCoord3; \n" +
"varying highp vec2 qt_TexCoord4; \n" +
"uniform lowp sampler2D source; \n" +
"uniform highp float qt_Opacity; \n" +
"void main() { \n" +
- " gl_FragColor = qt_Opacity * (2. / 6. * texture2D(source, qt_TexCoord) \n" +
+ " gl_FragColor = qt_Opacity * (2. / 6. * texture2D(source, qt_TexCoord0) \n" +
" + 1. / 6. * texture2D(source, qt_TexCoord2) \n" +
" + 2. / 6. * texture2D(source, qt_TexCoord3) \n" +
" + 1. / 6. * texture2D(source, qt_TexCoord4)); \n" +
@@ -60,21 +60,21 @@ ShaderEffectItem
vertexShader:
"attribute highp vec4 qt_Vertex; \n" +
"attribute highp vec2 qt_MultiTexCoord0; \n" +
- "uniform highp mat4 qt_Matrix; \n" +
+ "uniform highp mat4 qt_ModelViewProjectionMatrix; \n" +
"uniform highp float xStep; \n" +
"uniform highp float yStep; \n" +
"uniform highp float spread; \n" +
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 qt_TexCoord2; \n" +
"varying highp vec2 qt_TexCoord3; \n" +
"varying highp vec2 qt_TexCoord4; \n" +
"void main() { \n" +
" highp vec2 shift = vec2(xStep, yStep) * spread; \n" +
- " qt_TexCoord = 0.7 * shift + qt_MultiTexCoord0; \n" +
+ " qt_TexCoord0 = 0.7 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord2 = 2.7 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord3 = -0.7 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord4 = -2.7 * shift + qt_MultiTexCoord0; \n" +
- " gl_Position = qt_Matrix * qt_Vertex; \n" +
+ " gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; \n" +
"}"
diff --git a/examples/shadereffectitem/Effectoids/Directional8PointBlur.qml b/examples/shadereffectitem/Effectoids/Directional8PointBlur.qml
index 940c50d..45a60f5 100644
--- a/examples/shadereffectitem/Effectoids/Directional8PointBlur.qml
+++ b/examples/shadereffectitem/Effectoids/Directional8PointBlur.qml
@@ -44,7 +44,7 @@ import QtQuick 2.0
ShaderEffectItem
{
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 qt_TexCoord2; \n" +
"varying highp vec2 qt_TexCoord3; \n" +
"varying highp vec2 qt_TexCoord4; \n" +
@@ -55,7 +55,7 @@ ShaderEffectItem
"uniform lowp sampler2D source; \n" +
"uniform highp float qt_Opacity; \n" +
"void main() { \n" +
- " gl_FragColor = qt_Opacity * (4. / 20. * texture2D(source, qt_TexCoord) \n" +
+ " gl_FragColor = qt_Opacity * (4. / 20. * texture2D(source, qt_TexCoord0) \n" +
" + 3. / 20. * texture2D(source, qt_TexCoord2) \n" +
" + 2. / 20. * texture2D(source, qt_TexCoord3) \n" +
" + 1. / 20. * texture2D(source, qt_TexCoord4) \n" +
@@ -68,11 +68,11 @@ ShaderEffectItem
vertexShader:
"attribute highp vec4 qt_Vertex; \n" +
"attribute highp vec2 qt_MultiTexCoord0; \n" +
- "uniform highp mat4 qt_Matrix; \n" +
+ "uniform highp mat4 qt_ModelViewProjectionMatrix; \n" +
"uniform highp float xStep; \n" +
"uniform highp float yStep; \n" +
"uniform highp float spread; \n" +
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 qt_TexCoord2; \n" +
"varying highp vec2 qt_TexCoord3; \n" +
"varying highp vec2 qt_TexCoord4; \n" +
@@ -82,7 +82,7 @@ ShaderEffectItem
"varying highp vec2 qt_TexCoord8; \n" +
"void main() { \n" +
" highp vec2 shift = vec2(xStep, yStep) * spread; \n" +
- " qt_TexCoord = 0.66 * shift + qt_MultiTexCoord0; \n" +
+ " qt_TexCoord0 = 0.66 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord2 = 2.5 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord3 = 4.5 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord4 = 6.5 * shift + qt_MultiTexCoord0; \n" +
@@ -90,7 +90,7 @@ ShaderEffectItem
" qt_TexCoord6 = -2.5 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord7 = -4.5 * shift + qt_MultiTexCoord0; \n" +
" qt_TexCoord8 = -6.5 * shift + qt_MultiTexCoord0; \n" +
- " gl_Position = qt_Matrix * qt_Vertex; \n" +
+ " gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; \n" +
"}"
property real spread: 1
diff --git a/examples/shadereffectitem/Effectoids/DropShadow.qml b/examples/shadereffectitem/Effectoids/DropShadow.qml
index 8c45e88..b626087 100644
--- a/examples/shadereffectitem/Effectoids/DropShadow.qml
+++ b/examples/shadereffectitem/Effectoids/DropShadow.qml
@@ -44,14 +44,14 @@ import QtQuick 2.0
ShaderEffectItem
{
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 my_TexCoord1; \n" +
"varying highp vec2 my_TexCoord2; \n" +
"varying highp vec2 my_TexCoord3; \n" +
"varying highp vec2 my_TexCoord4; \n" +
"uniform sampler2D source; \n" +
"void main() { \n" +
- " lowp vec4 pix = texture2D(source, qt_TexCoord); \n" +
+ " lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
" lowp float shadow = (texture2D(source, my_TexCoord1).w \n" +
" + texture2D(source, my_TexCoord2).w \n" +
" + texture2D(source, my_TexCoord3).w \n" +
@@ -62,12 +62,12 @@ ShaderEffectItem
vertexShader:
"attribute highp vec4 qt_Vertex; \n" +
"attribute highp vec2 qt_MultiTexCoord0; \n" +
- "uniform highp mat4 qt_Matrix; \n" +
+ "uniform highp mat4 qt_ModelViewProjectionMatrix; \n" +
"uniform highp float xOffset; \n" +
"uniform highp float xDisplacement; \n" +
"uniform highp float yOffset; \n" +
"uniform highp float yDisplacement; \n" +
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"varying highp vec2 my_TexCoord1; \n" +
"varying highp vec2 my_TexCoord2; \n" +
"varying highp vec2 my_TexCoord3; \n" +
@@ -75,13 +75,13 @@ ShaderEffectItem
"void main() { \n" +
" highp vec2 s1 = vec2(xOffset, yOffset); \n" +
" highp vec2 s2 = vec2(-xOffset, yOffset); \n" +
- " qt_TexCoord = qt_MultiTexCoord0; \n" +
+ " qt_TexCoord0 = qt_MultiTexCoord0; \n" +
" vec2 shadowPos = qt_MultiTexCoord0 + vec2(-xDisplacement, yDisplacement); \n" +
" my_TexCoord1 = shadowPos + s1; \n" +
" my_TexCoord2 = shadowPos - s1; \n" +
" my_TexCoord3 = shadowPos + s2; \n" +
" my_TexCoord4 = shadowPos - s2; \n" +
- " gl_Position = qt_Matrix * qt_Vertex; \n" +
+ " gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; \n" +
"}"
property real xOffset: 0.66 / width;
diff --git a/src/effects/shadereffectitem.cpp b/src/effects/shadereffectitem.cpp
index 4563a35..0826b8a 100644
--- a/src/effects/shadereffectitem.cpp
+++ b/src/effects/shadereffectitem.cpp
@@ -52,20 +52,20 @@
#include <QtGui/qimagereader.h>
static const char qt_default_vertex_code[] =
- "uniform highp mat4 qt_Matrix; \n"
- "attribute highp vec4 qt_Vertex; \n"
- "attribute highp vec2 qt_MultiTexCoord0; \n"
- "varying highp vec2 qt_TexCoord; \n"
- "void main() { \n"
- " qt_TexCoord = qt_MultiTexCoord0; \n"
- " gl_Position = qt_Matrix * qt_Vertex; \n"
+ "uniform highp mat4 qt_ModelViewProjectionMatrix; \n"
+ "attribute highp vec4 qt_Vertex; \n"
+ "attribute highp vec2 qt_MultiTexCoord0; \n"
+ "varying highp vec2 qt_TexCoord0; \n"
+ "void main() { \n"
+ " qt_TexCoord0 = qt_MultiTexCoord0; \n"
+ " gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; \n"
"}";
static const char qt_default_fragment_code[] =
- "varying highp vec2 qt_TexCoord; \n"
- "uniform lowp sampler2D source; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(source, qt_TexCoord); \n"
+ "varying highp vec2 qt_TexCoord0; \n"
+ "uniform lowp sampler2D source; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(source, qt_TexCoord0); \n"
"}";
class CustomShaderMaterialData : public AbstractEffectProgram
@@ -100,7 +100,7 @@ void CustomShaderMaterialData::deactivate()
void CustomShaderMaterialData::updateRendererState(Renderer *renderer, Renderer::Updates updates)
{
if ((updates & Renderer::UpdateMatrices) && q->m_respects_matrix)
- q->m_program.setUniformValue("qt_Matrix", renderer->combinedMatrix());
+ q->m_program.setUniformValue("qt_ModelViewProjectionMatrix", renderer->combinedMatrix());
}
void CustomShaderMaterialData::updateEffectState(Renderer *r, AbstractEffect *newEffect, AbstractEffect *oldEffect)
@@ -948,7 +948,7 @@ void ShaderEffectItem::updateShaderProgram()
if (!m_attributes.contains(QGL::TextureCoord0))
qWarning("ShaderEffectItem: Missing reference to \'qt_MultiTexCoord0\'.");
if (!m_respects_matrix)
- qWarning("ShaderEffectItem: Missing reference to \'qt_Matrix\'.");
+ qWarning("ShaderEffectItem: Missing reference to \'qt_ModelViewProjectionMatrix\'.");
if (m_program.isLinked()) {
m_program.bind();
@@ -973,10 +973,10 @@ void ShaderEffectItem::lookThroughShaderCode(const QString &code)
QString name = re.cap(3); // variable name
if (decl == QLatin1String("attribute")) {
- if (name == QLatin1String("qt_Vertex") || name == QLatin1String("qt_VertexPosition")) {
+ if (name == QLatin1String("qt_Vertex")) {
m_attributeNames.append(name.toLatin1());
m_attributes.append(QGL::Position);
- } else if (name == QLatin1String("qt_MultiTexCoord0") || name == QLatin1String("qt_VertexTexCoord")) {
+ } else if (name == QLatin1String("qt_MultiTexCoord0")) {
m_attributeNames.append(name.toLatin1());
m_attributes.append(QGL::TextureCoord0);
} else {
@@ -986,7 +986,7 @@ void ShaderEffectItem::lookThroughShaderCode(const QString &code)
} else {
Q_ASSERT(decl == QLatin1String("uniform"));
- if (name == QLatin1String("qt_Matrix")) {
+ if (name == QLatin1String("qt_ModelViewProjectionMatrix")) {
m_respects_matrix = true;
} else if (name == QLatin1String("qt_Opacity")) {
m_respects_opacity = true;
diff --git a/tests/effects.qml b/tests/effects.qml
index a7d9ab2..e55bb88 100644
--- a/tests/effects.qml
+++ b/tests/effects.qml
@@ -1,3 +1,44 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the Qt scene graph research project.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
import QtQuick 2.0
Rectangle {
@@ -455,9 +496,9 @@ Rectangle {
anchors.fill: parent
fragmentShader:
"uniform highp float qt_Opacity; \n" +
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"void main() { \n" +
- " highp float x = 6. * qt_TexCoord.x; \n" +
+ " highp float x = 6. * qt_TexCoord0.x; \n" +
" highp float r = max(2. - x, x - 4.); \n" +
" highp float g = min(x, 4. - x); \n" +
" highp float b = min(x - 2., 6. - x); \n" +
@@ -537,13 +578,13 @@ Rectangle {
property variant source: defaultSource
property real intensity
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
- " lowp vec4 pix = texture2D(source, qt_TexCoord); \n" +
+ " lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
" lowp float gray = dot(pix.xyz, vec3(0.5, 0.5, 0.5)); \n" +
" gl_FragColor = qt_Opacity * mix(pix, vec4(color.xyz * gray, pix.w), intensity); \n" +
"}"
@@ -627,7 +668,7 @@ Rectangle {
}
property string blurShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D _source; \n" +
"uniform highp vec4 offsets; \n" +
"uniform highp vec4 weights; \n" +
@@ -635,27 +676,27 @@ Rectangle {
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
" highp vec4 sum = vec4(0.); \n" +
- " sum += texture2D(_source, qt_TexCoord - direction * offsets.x) * weights.x; \n" +
- " sum += texture2D(_source, qt_TexCoord - direction * offsets.y) * weights.y; \n" +
- " sum += texture2D(_source, qt_TexCoord - direction * offsets.z) * weights.z; \n" +
- " sum += texture2D(_source, qt_TexCoord - direction * offsets.w) * weights.w; \n" +
- " sum += texture2D(_source, qt_TexCoord + direction * offsets.x) * weights.x; \n" +
- " sum += texture2D(_source, qt_TexCoord + direction * offsets.y) * weights.y; \n" +
- " sum += texture2D(_source, qt_TexCoord + direction * offsets.z) * weights.z; \n" +
- " sum += texture2D(_source, qt_TexCoord + direction * offsets.w) * weights.w; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 - direction * offsets.x) * weights.x; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 - direction * offsets.y) * weights.y; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 - direction * offsets.z) * weights.z; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 - direction * offsets.w) * weights.w; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 + direction * offsets.x) * weights.x; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 + direction * offsets.y) * weights.y; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 + direction * offsets.z) * weights.z; \n" +
+ " sum += texture2D(_source, qt_TexCoord0 + direction * offsets.w) * weights.w; \n" +
" gl_FragColor = qt_Opacity * sum; \n" +
"}"
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D _source; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
"uniform lowp float qt_Opacity; \n" +
"void main() { \n" +
- " lowp vec4 pix = texture2D(source, qt_TexCoord); \n" +
- " lowp vec4 glow = texture2D(_source, qt_TexCoord); \n" +
+ " lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
+ " lowp vec4 glow = texture2D(_source, qt_TexCoord0); \n" +
" lowp float gray = dot(glow.xyz, vec3(intensity)); \n" +
" gl_FragColor = qt_Opacity * vec4(pix.xyz + color.xyz * gray, pix.w); \n" +
"}"
@@ -712,7 +753,7 @@ Rectangle {
property real intensity
fragmentShader:
- "varying highp vec2 qt_TexCoord; \n" +
+ "varying highp vec2 qt_TexCoord0; \n" +
"uniform lowp sampler2D source; \n" +
"uniform lowp vec4 color; \n" +
"uniform lowp float intensity; \n" +
@@ -720,7 +761,7 @@ Rectangle {
"highp float minc(lowp vec3 v) { return min(v.x, min(v.y, v.z)); } \n" +
"highp float maxc(lowp vec3 v) { return max(v.x, max(v.y, v.z)); } \n" +
"void main() { \n" +
- " lowp vec4 pix = texture2D(source, qt_TexCoord); \n" +
+ " lowp vec4 pix = texture2D(source, qt_TexCoord0); \n" +
" highp float lo = minc(pix.xyz); \n" +
" highp float hi = maxc(pix.xyz); \n" +
" gl_FragColor = qt_Opacity * vec4(mix(pix.xyz, color.xyz * (hi - lo) + lo, intensity), pix.w); \n" +
diff --git a/tests/opacityeffect.qml b/tests/opacityeffect.qml
index 77d6af9..2b52fa6 100644
--- a/tests/opacityeffect.qml
+++ b/tests/opacityeffect.qml
@@ -87,11 +87,11 @@ Rectangle {
id: effect
anchors.fill: parent
- fragmentShader: "varying highp vec2 qt_TexCoord; \n" +
+ fragmentShader: "varying highp vec2 qt_TexCoord0; \n" +
"uniform sampler2D source; \n" +
"uniform highp float qt_Opacity; \n" +
"void main() { \n" +
- " gl_FragColor = texture2D(source, qt_TexCoord) * qt_Opacity; \n" +
+ " gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n" +
"}"
//property url source: "face-smile.png"