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authorYoann Lopes <yoann.lopes@nokia.com>2012-01-12 16:13:49 +0100
committerQt by Nokia <qt-info@nokia.com>2012-01-18 13:49:10 +0100
commitf9852d168e6ae1c651304863e2aac532b0ac5e2a (patch)
tree005171da65034bbcdf20d8bfd6ca858ca138fbb0 /src
parent5c7948889c650c1f30337634ba3069b85d037d9a (diff)
Use mediump in distance field shaders for the alpha threshold.
lowp or highp cause some problems depending on the hardware. Change-Id: I2762c04548656de8fdb34711f52e5cf05d8c2ac5 Reviewed-by: Yoann Lopes <yoann.lopes@nokia.com>
Diffstat (limited to 'src')
-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 eef60d2def..f4e85c6daa 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 lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" gl_FragColor = color * smoothstep(alphaMin, \n"
" alphaMax, \n"
@@ -324,10 +324,10 @@ const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
- "uniform lowp float outlineAlphaMax0; \n"
- "uniform lowp float outlineAlphaMax1; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
+ "uniform mediump float outlineAlphaMax0; \n"
+ "uniform mediump float outlineAlphaMax1; \n"
"void main() { \n"
" mediump float d = texture2D(texture, sampleCoord).a; \n"
" gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
@@ -468,8 +468,8 @@ const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" highp float a = smoothstep(alphaMin, alphaMax, texture2D(texture, sampleCoord).a);\n"
" highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
@@ -558,8 +558,8 @@ const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
"varying highp vec3 sampleFarRight; \n"
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec4 n; \n"
" n.x = texture2DProj(texture, sampleFarLeft).a; \n"
@@ -697,8 +697,8 @@ const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
"varying highp vec3 sampleNearRight; \n"
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec2 n; \n"
" n.x = texture2DProj(texture, sampleNearLeft).a; \n"