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author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-10-21 11:26:41 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-10-21 11:32:29 +0300 |
commit | ee54e1ad611b30b40b42f7205f3c2c1e0cfa0620 (patch) | |
tree | 9f366593706e37b96daadc3d3151e4fbb9692030 /src/datavisualization/engine/shaders | |
parent | 5dfdb409f50bd12b128d5252a8a951ad437a8961 (diff) |
Fixed ES2 gradient problem
Task-number: QTRD-2453
+ changed gradient texture to a power-of-two size to avoid gradient errors on Android
Change-Id: I67b1c87d3143073ceb2523017e3968d16d0cd503
Change-Id: I67b1c87d3143073ceb2523017e3968d16d0cd503
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders')
-rw-r--r-- | src/datavisualization/engine/shaders/surface_ES2.frag | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag index a9aec528..7f40ba4d 100644 --- a/src/datavisualization/engine/shaders/surface_ES2.frag +++ b/src/datavisualization/engine/shaders/surface_ES2.frag @@ -11,7 +11,7 @@ uniform highp float lightStrength; uniform highp float ambientStrength; void main() { - highp vec2 gradientUV = vec2(0.5, (coords_mdl.y + 1.0) / 2.0); + highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // ~1000 pixel texture, we need a margin for 1/1000 rounding error highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); |