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authorMartin Andersson <g02maran@gmail.com>2019-11-18 13:51:06 +0100
committerMartin Andersson <g02maran@gmail.com>2019-12-09 22:33:29 +0100
commit068309acaa787fe8a094869e839c1d0131721f55 (patch)
tree371215d00812ba7e77f4762a95b20fc0eb269416
parent69789d0184ffa54c1760ad5204bb4539c9399753 (diff)
QDistanceFieldMaterial: Don't scale rgb colors with distance field alpha
Scaling the rbg colors with the calculated distance field alpha value can result in faint text and different colors across the same text. These issues are most obvious when the text is small. Change-Id: Ia12e54e3f344cb918575739a15e519e34d67e0f1 Reviewed-by: Wieland Hagen <wieland.hagen@kdab.com> Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r--src/extras/shaders/es2/distancefieldtext.frag2
-rw-r--r--src/extras/shaders/gl3/distancefieldtext.frag2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/extras/shaders/es2/distancefieldtext.frag b/src/extras/shaders/es2/distancefieldtext.frag
index d2db2e306..b7563e397 100644
--- a/src/extras/shaders/es2/distancefieldtext.frag
+++ b/src/extras/shaders/es2/distancefieldtext.frag
@@ -33,5 +33,5 @@ void main()
FP float maxAlpha = threshold + range;
FP float distVal = texture2D(distanceFieldTexture, texCoord).r;
- gl_FragColor = color * smoothstep(minAlpha, maxAlpha, distVal);
+ gl_FragColor = vec4(color.rgb, color.a * smoothstep(minAlpha, maxAlpha, distVal));
}
diff --git a/src/extras/shaders/gl3/distancefieldtext.frag b/src/extras/shaders/gl3/distancefieldtext.frag
index 23dff8e0f..8e0684adc 100644
--- a/src/extras/shaders/gl3/distancefieldtext.frag
+++ b/src/extras/shaders/gl3/distancefieldtext.frag
@@ -34,6 +34,6 @@ void main()
float maxAlpha = threshold + range;
float distVal = texture(distanceFieldTexture, texCoord).r;
- fragColor = color * smoothstep(minAlpha, maxAlpha, distVal);
+ fragColor = vec4(color.rgb, color.a * smoothstep(minAlpha, maxAlpha, distVal));
gl_FragDepth = gl_FragCoord.z - zValue * 0.00001;
}