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authorYoann Lopes <yoann.lopes@nokia.com>2010-12-07 22:25:27 +0100
committerYoann Lopes <yoann.lopes@nokia.com>2010-12-07 22:25:27 +0100
commitac946affd299641b4c076c641e15adccb69dbdb8 (patch)
tree6f3a6def6ea3b6ae10df385d327376fad0586a28
parentf3073afd4a44a659152a7983d55887090792b4a9 (diff)
Makes the distance transform shaders work again.
-rw-r--r--tests/distanceTransformText.qml14
1 files changed, 7 insertions, 7 deletions
diff --git a/tests/distanceTransformText.qml b/tests/distanceTransformText.qml
index 83591ab..6f8892c 100644
--- a/tests/distanceTransformText.qml
+++ b/tests/distanceTransformText.qml
@@ -86,18 +86,18 @@ Rectangle {
height: width
smooth: true
- fragmentShader: "varying highp vec2 qt_TexCoord; \n" +
+ fragmentShader: "varying highp vec2 qt_TexCoord0; \n" +
"uniform sampler2D source; \n" +
"uniform highp float psize; \n" +
"uniform lowp float spread; \n" +
"void main() { \n" +
- " highp vec4 p = texture2D(source, qt_TexCoord); \n" +
+ " highp vec4 p = texture2D(source, qt_TexCoord0); \n" +
" lowp float sp = step(0.5, p.a); \n" +
" mediump float dist = spread * psize; \n" +
- " for (mediump float sy = clamp(qt_TexCoord.y - spread * psize, 0.0, 1.0); sy < clamp(qt_TexCoord.y + spread * psize, 0.0, 1.0); sy += psize) { \n" +
- " for (mediump float sx = clamp(qt_TexCoord.x - spread * psize, 0.0, 1.0); sx < clamp(qt_TexCoord.x + spread * psize, 0.0, 1.0); sx += psize) { \n" +
+ " for (mediump float sy = clamp(qt_TexCoord0.y - spread * psize, 0.0, 1.0); sy < clamp(qt_TexCoord0.y + spread * psize, 0.0, 1.0); sy += psize) { \n" +
+ " for (mediump float sx = clamp(qt_TexCoord0.x - spread * psize, 0.0, 1.0); sx < clamp(qt_TexCoord0.x + spread * psize, 0.0, 1.0); sx += psize) { \n" +
" lowp float t = step(0.5, texture2D(source, vec2(sx, sy)).a); \n" +
- " dist = mix(dist, min(dist, length(vec2(sx - qt_TexCoord.x,sy - qt_TexCoord.y))), abs(sp - t)); \n" +
+ " dist = mix(dist, min(dist, length(vec2(sx - qt_TexCoord0.x,sy - qt_TexCoord0.y))), abs(sp - t)); \n" +
" } \n" +
" } \n" +
" mediump float a = ((dist - psize) * (0.0 - 0.50)) / (spread * psize - psize) + 0.50; \n" +
@@ -125,7 +125,7 @@ Rectangle {
x: main.width / 4 - width / 2; y: main.height / 2 - height / 2 - scale * 4
smooth: true
- fragmentShader: "varying highp vec2 qt_TexCoord; \n" +
+ fragmentShader: "varying highp vec2 qt_TexCoord0; \n" +
"uniform sampler2D source; \n" +
"uniform lowp float scalep; \n" +
"uniform lowp float eps; \n" +
@@ -133,7 +133,7 @@ Rectangle {
" gl_FragColor = vec4(0.0, 0.0, 0.0, \n" +
" smoothstep(clamp(0.5 - eps / scalep, 0.0, 0.5), \n" +
" clamp(0.5 + eps / scalep, 0.5, 1.0), \n" +
- " texture2D(source, qt_TexCoord).a)); \n" +
+ " texture2D(source, qt_TexCoord0).a)); \n" +
"}"
}