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authorTrond Kjernåsen <trond@trolltech.com>2009-08-17 15:45:43 +0200
committerTrond Kjernåsen <trond@trolltech.com>2009-08-17 15:52:09 +0200
commit53807e58770f27d46ca8ecaa33a3d5f7b6925517 (patch)
treeafa7ccf8c1e635e41c0b1dc898077011573b8b89 /src/opengl/gl2paintengineex/qglengineshadersource_p.h
parentd0b0f7b5b44fbec26a67b4afb3a08143b5de4b57 (diff)
Fixed text rendering on GL ES 2 implementations.
Some GL ES 2 implementations seem to have problems with glCopyTexSubImage2D(), so we fall back and read the old font texture into system memory and re-upload the new font texture. Also, the precision used for texture coordinates in the fragment programs wasn't high enough, which could lead to rendering artifacts. Reviewed-by: Samuel
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index b0b91ae897..c80d6e176c 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -73,8 +73,8 @@ static const char* const qglslMainVertexShader = "\
}";
static const char* const qglslMainWithTexCoordsVertexShader = "\
- attribute lowp vec2 textureCoordArray; \
- varying lowp vec2 textureCoords; \
+ attribute mediump vec2 textureCoordArray; \
+ varying mediump vec2 textureCoords; \
uniform highp float depth;\
void setPosition();\
void main(void) \
@@ -284,7 +284,7 @@ static const char* const qglslSolidBrushSrcFragmentShader = "\
}";
static const char* const qglslImageSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
+ varying mediump vec2 textureCoords; \
uniform sampler2D imageTexture; \
lowp vec4 srcPixel() { \
return texture2D(imageTexture, textureCoords); \