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author | Martin Andersson <g02maran@gmail.com> | 2019-12-18 20:30:01 +0100 |
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committer | Martin Andersson <g02maran@gmail.com> | 2019-12-18 21:31:21 +0100 |
commit | 14e071172ef59d1acfced46a284a8981249caf0b (patch) | |
tree | 96d1de53c9d84d47839b2f1fd4dc505d964385ea | |
parent | 808d7788e18b10c68d55e8b86e6de70117a736f1 (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.frag | 2 |
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; } |