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authorRhys Weatherley <rhys.weatherley@nokia.com>2009-09-22 09:56:52 +1000
committerRhys Weatherley <rhys.weatherley@nokia.com>2009-09-22 09:56:52 +1000
commit40bdb6a5bed66385c3c2320447b1530e99befeb3 (patch)
treea835568f63a6c82be2e19556ebd55a4f42b3c0d2 /src/opengl/gl2paintengineex/qglengineshadersource_p.h
parentc3a61f2a5d85503df84a818a7c15ef7c644fb981 (diff)
Revert "Resubmit support for subpixel antialiasing on text in the GL2 engine."
This reverts commit 1b34feacef7a2d3ac005449a7cfbcb08a6bbf947.
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h33
1 files changed, 0 insertions, 33 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 8ae86d333c..6bcf010b30 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -401,39 +401,6 @@ static const char* const qglslMaskFragmentShader = "\
return src * mask.a; \
}";
-// For source over with subpixel antialiasing, the final color is calculated per component as follows
-// (.a is alpha component, .c is red, green or blue component):
-// alpha = src.a * mask.c * opacity
-// dest.c = dest.c * (1 - alpha) + src.c * alpha
-//
-// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color
-// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one
-//
-// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color
-
-// For source composition with subpixel antialiasing, the final color is calculated per component as follows:
-// alpha = src.a * mask.c * opacity
-// dest.c = dest.c * (1 - mask.c) + src.c * alpha
-//
-
-static const char* const qglslRgbMaskFragmentShaderPass1 = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src.a * mask; \
- }";
-
-static const char* const qglslRgbMaskFragmentShaderPass2 = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src * mask; \
- }";
-
/*
Left to implement:
RgbMaskFragmentShader,