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path: root/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
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Diffstat (limited to 'src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp')
-rw-r--r--src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
index 938fe9b42d..6a220c9fe5 100644
--- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
@@ -1,8 +1,8 @@
/****************************************************************************
**
-** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
+** Contact: http://www.qt-project.org/
**
** This file is part of the QtDeclarative module of the Qt Toolkit.
**
@@ -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"
@@ -189,7 +189,7 @@ QSGDistanceFieldTextMaterial::QSGDistanceFieldTextMaterial()
: m_glyph_cache(0)
, m_texture(0)
{
- setFlag(Blending, true);
+ setFlag(Blending | RequiresDeterminant, true);
}
QSGDistanceFieldTextMaterial::~QSGDistanceFieldTextMaterial()
@@ -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"