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authorMartin Andersson <g02maran@gmail.com>2019-12-18 20:30:01 +0100
committerMartin Andersson <g02maran@gmail.com>2019-12-18 21:31:21 +0100
commit14e071172ef59d1acfced46a284a8981249caf0b (patch)
tree96d1de53c9d84d47839b2f1fd4dc505d964385ea
parent808d7788e18b10c68d55e8b86e6de70117a736f1 (diff)
QDistanceFieldMaterial: Use a smaller Z offset
The previous Z offset was too large because it sometimes caused the text to be placed on top of objects it was supposed to be under. Change-Id: I99bde5a93ea8c6443b1195d818075cebf3d082a4 Reviewed-by: Mike Krus <mike.krus@kdab.com>
-rw-r--r--src/extras/shaders/gl3/distancefieldtext.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/extras/shaders/gl3/distancefieldtext.frag b/src/extras/shaders/gl3/distancefieldtext.frag
index 8e0684adc..998fa6e79 100644
--- a/src/extras/shaders/gl3/distancefieldtext.frag
+++ b/src/extras/shaders/gl3/distancefieldtext.frag
@@ -35,5 +35,5 @@ void main()
float distVal = texture(distanceFieldTexture, texCoord).r;
fragColor = vec4(color.rgb, color.a * smoothstep(minAlpha, maxAlpha, distVal));
- gl_FragDepth = gl_FragCoord.z - zValue * 0.00001;
+ gl_FragDepth = gl_FragCoord.z - zValue * 0.000001;
}