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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.cpp78
1 files changed, 39 insertions, 39 deletions
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
index 0cf7abed2e..125243847a 100644
--- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
@@ -96,15 +96,15 @@ const char *QSGDistanceFieldTextMaterialShader::vertexShader() const {
const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const {
return
- "varying highp vec2 sampleCoord; \n"
- "uniform mediump sampler2D texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " gl_FragColor = color * smoothstep(alphaMin, \n"
- " alphaMax, \n"
- " texture2D(texture, sampleCoord).a); \n"
+ "varying highp vec2 sampleCoord; \n"
+ "uniform mediump sampler2D _qt_texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
+ "void main() { \n"
+ " gl_FragColor = color * smoothstep(alphaMin, \n"
+ " alphaMax, \n"
+ " texture2D(_qt_texture, sampleCoord).a); \n"
"}";
}
@@ -366,7 +366,7 @@ protected:
const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
"uniform mediump float alphaMin; \n"
@@ -374,7 +374,7 @@ const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
"uniform mediump float outlineAlphaMax0; \n"
"uniform mediump float outlineAlphaMax1; \n"
"void main() { \n"
- " mediump float d = texture2D(texture, sampleCoord).a; \n"
+ " mediump float d = texture2D(_qt_texture, sampleCoord).a; \n"
" gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
" * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); \n"
"}";
@@ -514,19 +514,19 @@ const char *DistanceFieldShiftedStyleTextMaterialShader::vertexShader() const
const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const {
return
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 shiftedSampleCoord; \n"
- "uniform sampler2D texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \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"
- " alphaMax, \n"
- " texture2D(texture, shiftedSampleCoord).a); \n"
- " gl_FragColor = mix(shifted, color, a); \n"
+ "varying highp vec2 sampleCoord; \n"
+ "varying highp vec2 shiftedSampleCoord; \n"
+ "uniform sampler2D _qt_texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform lowp vec4 styleColor; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
+ "void main() { \n"
+ " highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a); \n"
+ " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
+ " alphaMax, \n"
+ " texture2D(_qt_texture, shiftedSampleCoord).a); \n"
+ " gl_FragColor = mix(shifted, color, a); \n"
"}";
}
@@ -607,17 +607,17 @@ const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
"varying highp vec3 sampleFarRight; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \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"
- " n.y = texture2DProj(texture, sampleNearLeft).a; \n"
- " highp float c = texture2D(texture, sampleCoord).a; \n"
- " n.z = texture2DProj(texture, sampleNearRight).a; \n"
- " n.w = texture2DProj(texture, sampleFarRight).a; \n"
+ " n.x = texture2DProj(_qt_texture, sampleFarLeft).a; \n"
+ " n.y = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
+ " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
+ " n.z = texture2DProj(_qt_texture, sampleNearRight).a; \n"
+ " n.w = texture2DProj(_qt_texture, sampleFarRight).a; \n"
#if 0
// Blurrier, faster.
" n = smoothstep(alphaMin, alphaMax, n); \n"
@@ -638,18 +638,18 @@ const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
// return
// "#extension GL_OES_standard_derivatives: enable \n"
// "varying highp vec2 sampleCoord; \n"
-// "uniform sampler2D texture; \n"
+// "uniform sampler2D _qt_texture; \n"
// "uniform lowp vec4 color; \n"
// "uniform highp float alphaMin; \n"
// "uniform highp float alphaMax; \n"
// "void main() { \n"
// " highp vec2 delta = dFdx(sampleCoord); \n"
// " highp vec4 n; \n"
-// " n.x = texture2D(texture, sampleCoord - 0.667 * delta).a; \n"
-// " n.y = texture2D(texture, sampleCoord - 0.333 * delta).a; \n"
-// " highp float c = texture2D(texture, sampleCoord).a; \n"
-// " n.z = texture2D(texture, sampleCoord + 0.333 * delta).a; \n"
-// " n.w = texture2D(texture, sampleCoord + 0.667 * delta).a; \n"
+// " n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a; \n"
+// " n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a; \n"
+// " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
+// " n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a; \n"
+// " n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a; \n"
// " n = smoothstep(alphaMin, alphaMax, n); \n"
// " c = smoothstep(alphaMin, alphaMax, c); \n"
// " gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
@@ -746,14 +746,14 @@ const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
return
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \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"
- " n.y = texture2DProj(texture, sampleNearRight).a; \n"
+ " n.x = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
+ " n.y = texture2DProj(_qt_texture, sampleNearRight).a; \n"
" n = smoothstep(alphaMin, alphaMax, n); \n"
" highp float c = 0.5 * (n.x + n.y); \n"
" gl_FragColor = vec4(n.x, c, n.y, c) * color.w; \n"