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authorJohannes Zellner <johannes.zellner@nokia.com>2011-11-28 20:25:54 +0100
committerQt by Nokia <qt-info@nokia.com>2011-12-14 04:52:27 +0100
commit2aece0467f286833fd64ab691d5657ab65b143b1 (patch)
tree548904914d801d7d2daab87f944caa7a86611885 /src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
parente8d0ab4b01cabf31d9bff31a821928d846c2f0af (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.cpp24
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"