diff options
author | Johannes Zellner <johannes.zellner@nokia.com> | 2011-11-28 20:25:54 +0100 |
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committer | Qt by Nokia <qt-info@nokia.com> | 2011-12-14 04:52:27 +0100 |
commit | 2aece0467f286833fd64ab691d5657ab65b143b1 (patch) | |
tree | 548904914d801d7d2daab87f944caa7a86611885 /src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp | |
parent | e8d0ab4b01cabf31d9bff31a821928d846c2f0af (diff) |
update: make fragment shader code for distance field work with tegra2
Change-Id: If907389dc904e9963aa87e5efdc39664e74d1eea
Reviewed-by: Yoann Lopes <yoann.lopes@nokia.com>
Reviewed-by: Harald Fernengel <harald.fernengel@nokia.com>
Diffstat (limited to 'src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp')
-rw-r--r-- | src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp index 3852b01518..164af0b2e7 100644 --- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp +++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp @@ -90,8 +90,8 @@ const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const { "varying highp vec2 sampleCoord; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" - "uniform highp float alphaMin; \n" - "uniform highp float alphaMax; \n" + "uniform lowp float alphaMin; \n" + "uniform lowp float alphaMax; \n" "void main() { \n" " gl_FragColor = color * smoothstep(alphaMin, \n" " alphaMax, \n" @@ -326,10 +326,10 @@ const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const { "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "uniform lowp vec4 styleColor; \n" - "uniform highp float alphaMin; \n" - "uniform highp float alphaMax; \n" - "uniform highp float outlineAlphaMax0; \n" - "uniform highp float outlineAlphaMax1; \n" + "uniform lowp float alphaMin; \n" + "uniform lowp float alphaMax; \n" + "uniform lowp float outlineAlphaMax0; \n" + "uniform lowp float outlineAlphaMax1; \n" "void main() { \n" " mediump float d = texture2D(texture, sampleCoord).a; \n" " gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n" @@ -470,8 +470,8 @@ const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "uniform lowp vec4 styleColor; \n" - "uniform highp float alphaMin; \n" - "uniform highp float alphaMax; \n" + "uniform lowp float alphaMin; \n" + "uniform lowp float alphaMax; \n" "void main() { \n" " highp float a = smoothstep(alphaMin, alphaMax, texture2D(texture, sampleCoord).a);\n" " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n" @@ -560,8 +560,8 @@ const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons "varying highp vec3 sampleFarRight; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" - "uniform highp float alphaMin; \n" - "uniform highp float alphaMax; \n" + "uniform lowp float alphaMin; \n" + "uniform lowp float alphaMax; \n" "void main() { \n" " highp vec4 n; \n" " n.x = texture2DProj(texture, sampleFarLeft).a; \n" @@ -699,8 +699,8 @@ const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons "varying highp vec3 sampleNearRight; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" - "uniform highp float alphaMin; \n" - "uniform highp float alphaMax; \n" + "uniform lowp float alphaMin; \n" + "uniform lowp float alphaMax; \n" "void main() { \n" " highp vec2 n; \n" " n.x = texture2DProj(texture, sampleNearLeft).a; \n" |