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author | Yoann Lopes <yoann.lopes@digia.com> | 2013-03-12 12:57:39 +0100 |
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committer | The Qt Project <gerrit-noreply@qt-project.org> | 2013-03-12 17:03:14 +0100 |
commit | c284672e5d51def2dfa63343ca84ebc9ce02aa2d (patch) | |
tree | 72dbd244b31f378418f1c535be525b3ba274020f | |
parent | 93594e1299218eaee6f3bd7937626f48906843a5 (diff) |
Fixed text opacity when using Text.NativeRendering.
Change-Id: I76922074c02c368f8a8a6998c478a33537e9a6e8
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
-rw-r--r-- | src/quick/scenegraph/qsgdefaultglyphnode_p.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp index 6b8f9927c4..210e9f23f5 100644 --- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp +++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp @@ -96,7 +96,7 @@ const char *QSGTextMaskMaterialData::fragmentShader() const { "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "void main() { \n" - " gl_FragColor = vec4(texture2D(texture, sampleCoord).rgb, 1.0); \n" + " gl_FragColor = vec4(texture2D(texture, sampleCoord).rgb * color.a, 1.0); \n" "}"; } |