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-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"