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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-10-21 11:26:41 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-10-21 11:32:29 +0300
commitee54e1ad611b30b40b42f7205f3c2c1e0cfa0620 (patch)
tree9f366593706e37b96daadc3d3151e4fbb9692030 /src/datavisualization/engine/shaders
parent5dfdb409f50bd12b128d5252a8a951ad437a8961 (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.frag2
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);