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authorGunnar Sletta <gunnar.sletta@jollamobile.com>2015-01-12 14:50:36 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-01-12 19:07:09 +0100
commita33879b811e1c495ce0686edb6ab3a4e3a9539c4 (patch)
tree811b0073521d53c707b058ef6420b873baf5dfa7 /src/quick/scenegraph/shaders
parent3373f67d47a3f0e2a191dec4d7d97cc0a1b02e2d (diff)
Clean up renderer visualization a bit.
viewport was currently unused and adreno 305 was confused by the tweak.w > 0.0 when the input was 0.0f, so write it in a slightly more straightforward manner. Change-Id: I101ff71dcb04ca531e91cc5522876d71f368cdc8 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Diffstat (limited to 'src/quick/scenegraph/shaders')
-rw-r--r--src/quick/scenegraph/shaders/visualization.frag4
-rw-r--r--src/quick/scenegraph/shaders/visualization.vert6
2 files changed, 5 insertions, 5 deletions
diff --git a/src/quick/scenegraph/shaders/visualization.frag b/src/quick/scenegraph/shaders/visualization.frag
index 205b726c03..6cfeac1985 100644
--- a/src/quick/scenegraph/shaders/visualization.frag
+++ b/src/quick/scenegraph/shaders/visualization.frag
@@ -1,11 +1,11 @@
uniform lowp vec4 color;
-uniform mediump vec4 tweak; // x,y -> width, height; z -> intensity of ;
+uniform lowp float pattern;
varying mediump vec2 pos;
void main(void)
{
lowp vec4 c = color;
- c.xyz += pow(max(sin(pos.x + pos.y), 0.0), 2.0) * tweak.z * 0.1;
+ c.xyz += pow(max(sin(pos.x + pos.y), 0.0), 2.0) * pattern * 0.1;
gl_FragColor = c;
}
diff --git a/src/quick/scenegraph/shaders/visualization.vert b/src/quick/scenegraph/shaders/visualization.vert
index 591eb12ed6..e110f51c99 100644
--- a/src/quick/scenegraph/shaders/visualization.vert
+++ b/src/quick/scenegraph/shaders/visualization.vert
@@ -2,8 +2,8 @@ attribute highp vec4 v;
uniform highp mat4 matrix;
uniform highp mat4 rotation;
-// w -> apply 3d rotation and projection
-uniform mediump vec4 tweak;
+// set to 1 if projection is enabled
+uniform bool projection;
varying mediump vec2 pos;
@@ -11,7 +11,7 @@ void main()
{
vec4 p = matrix * v;
- if (tweak.w > 0.0) {
+ if (projection) {
vec4 proj = rotation * p;
gl_Position = vec4(proj.x, proj.y, 0, proj.z);
} else {