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authorYoann Lopes <yoann.lopes@digia.com>2013-03-12 12:57:39 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-03-12 17:03:14 +0100
commitc284672e5d51def2dfa63343ca84ebc9ce02aa2d (patch)
tree72dbd244b31f378418f1c535be525b3ba274020f /src/quick
parent93594e1299218eaee6f3bd7937626f48906843a5 (diff)
Fixed text opacity when using Text.NativeRendering.
Change-Id: I76922074c02c368f8a8a6998c478a33537e9a6e8 Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
Diffstat (limited to 'src/quick')
-rw-r--r--src/quick/scenegraph/qsgdefaultglyphnode_p.cpp2
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"
"}";
}