diff options
author | Yoann Lopes <yoann.lopes@nokia.com> | 2010-12-07 22:25:27 +0100 |
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committer | Yoann Lopes <yoann.lopes@nokia.com> | 2010-12-07 22:25:27 +0100 |
commit | ac946affd299641b4c076c641e15adccb69dbdb8 (patch) | |
tree | 6f3a6def6ea3b6ae10df385d327376fad0586a28 /tests/distanceTransformText.qml | |
parent | f3073afd4a44a659152a7983d55887090792b4a9 (diff) |
Makes the distance transform shaders work again.
Diffstat (limited to 'tests/distanceTransformText.qml')
-rw-r--r-- | tests/distanceTransformText.qml | 14 |
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" + "}" } |