diff options
Diffstat (limited to 'src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp')
-rw-r--r-- | src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp | 24 |
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" |