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-rw-r--r--src/declarative/particles/defaultshaders/imagefragment.shader15
1 files changed, 3 insertions, 12 deletions
diff --git a/src/declarative/particles/defaultshaders/imagefragment.shader b/src/declarative/particles/defaultshaders/imagefragment.shader
index 5286c8519a..c2341fe6ff 100644
--- a/src/declarative/particles/defaultshaders/imagefragment.shader
+++ b/src/declarative/particles/defaultshaders/imagefragment.shader
@@ -16,8 +16,6 @@ varying lowp float fFade;
#ifdef TABLE
varying lowp vec2 tt;
uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-uniform sampler2D sizetable;
#endif
void main() {
@@ -25,20 +23,13 @@ void main() {
gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), tt.y)
* fColor
* texture2D(colortable, tt)
- * (texture2D(opacitytable, tt).w * qt_Opacity);
+ * qt_Opacity;
#else
#ifdef TABLE
- highp vec2 tex = (((fTex - 0.5) / texture2D(sizetable, tt).w) + 0.5);
- lowp vec4 color;
- if(tex.x < 1.0 && tex.x > 0.0 && tex.y < 1.0 && tex.y > 0.0){//No CLAMP_TO_BORDER in ES2, so have to do it ourselves
- color = texture2D(texture, tex);//TODO: Replace with uniform array in vertex shader
- }else{
- color = vec4(0.,0.,0.,0.);
- }
- gl_FragColor = color
+ gl_FragColor = texture2D(texture, fTex)
* fColor
* texture2D(colortable, tt)
- * (texture2D(opacitytable,tt).w * qt_Opacity);
+ * qt_Opacity;
#else
#ifdef DEFORM
gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;