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authorTom Cooksey <thomas.cooksey@nokia.com>2009-04-21 15:37:47 +0200
committerTom Cooksey <thomas.cooksey@nokia.com>2009-04-21 15:37:47 +0200
commit756d1f3f3b3f1c6c42e0e1afa4f090a6b2e18199 (patch)
treec0bd5cc59e1e3687cd9dc322d98831b65ae64d52 /src/opengl/gl2paintengineex/qglengineshadersource_p.h
parentb2f319ccdd2b4fda28e3fdb2128be75c97da75ee (diff)
Make text rendering work again on the GL2 engine
- But now it can handle non-solid-color pens, the whole reason for the refactor in the first place.
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 2da993aecc..f2facacc47 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -348,14 +348,13 @@ static const char* const qglslMainFragmentShader = "\
gl_FragColor = srcPixel(); \
}";
-
static const char* const qglslMaskFragmentShader = "\
- varying highp vec2 texCoord;\
- uniform sampler2D maskTextureSampler;\
+ varying highp vec2 textureCoords;\
+ uniform sampler2D maskTexture;\
lowp vec4 applyMask(lowp vec4 src) \
{\
- lowp vec4 mask = texture2D(maskTextureSampler, texCoord); \
- return src * mask.a; \
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \
+ return src * mask.r; \
}";
/*