aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/quick/scenegraph/qsgdefaultglyphnode_p.cpp')
-rw-r--r--src/quick/scenegraph/qsgdefaultglyphnode_p.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
index 50009d7709..39d9832f58 100644
--- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
@@ -101,10 +101,10 @@ const char *QSGTextMaskShader::vertexShader() const {
const char *QSGTextMaskShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"void main() { \n"
- " lowp vec4 glyph = texture2D(texture, sampleCoord); \n"
+ " lowp vec4 glyph = texture2D(_qt_texture, sampleCoord); \n"
" gl_FragColor = vec4(glyph.rgb * color.a, glyph.a); \n"
"}";
}
@@ -389,14 +389,14 @@ const char *QSGStyledTextShader::fragmentShader() const
return
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 shiftedSampleCoord; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "void main() { \n"
- " lowp float glyph = texture2D(texture, sampleCoord).a; \n"
- " lowp float style = clamp(texture2D(texture, shiftedSampleCoord).a - glyph, \n"
- " 0.0, 1.0); \n"
- " gl_FragColor = style * styleColor + glyph * color; \n"
+ "void main() { \n"
+ " lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
+ " lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph, \n"
+ " 0.0, 1.0); \n"
+ " gl_FragColor = style * styleColor + glyph * color; \n"
"}";
}
@@ -444,18 +444,18 @@ const char *QSGOutlinedTextShader::fragmentShader() const
"varying highp vec2 sCoordDown; \n"
"varying highp vec2 sCoordLeft; \n"
"varying highp vec2 sCoordRight; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "void main() { \n"
- "lowp float glyph = texture2D(texture, sampleCoord).a; \n"
- " lowp float outline = clamp(clamp(texture2D(texture, sCoordUp).a + \n"
- " texture2D(texture, sCoordDown).a + \n"
- " texture2D(texture, sCoordLeft).a + \n"
- " texture2D(texture, sCoordRight).a, \n"
- " 0.0, 1.0) - glyph, \n"
- " 0.0, 1.0); \n"
- " gl_FragColor = outline * styleColor + glyph * color; \n"
+ "void main() { \n"
+ "lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
+ " lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a + \n"
+ " texture2D(_qt_texture, sCoordDown).a + \n"
+ " texture2D(_qt_texture, sCoordLeft).a + \n"
+ " texture2D(_qt_texture, sCoordRight).a, \n"
+ " 0.0, 1.0) - glyph, \n"
+ " 0.0, 1.0); \n"
+ " gl_FragColor = outline * styleColor + glyph * color; \n"
"}";
}