diff options
Diffstat (limited to 'src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag')
-rw-r--r-- | src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag deleted file mode 100644 index 9b65e5f79b..0000000000 --- a/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag +++ /dev/null @@ -1,58 +0,0 @@ -varying highp vec2 sampleCoord; -varying highp vec3 sampleFarLeft; -varying highp vec3 sampleNearLeft; -varying highp vec3 sampleNearRight; -varying highp vec3 sampleFarRight; - -uniform sampler2D _qt_texture; -uniform lowp vec4 color; -uniform mediump float alphaMin; -uniform mediump float alphaMax; - -void main() -{ - highp vec4 n; - n.x = texture2DProj(_qt_texture, sampleFarLeft).a; - n.y = texture2DProj(_qt_texture, sampleNearLeft).a; - highp float c = texture2D(_qt_texture, sampleCoord).a; - n.z = texture2DProj(_qt_texture, sampleNearRight).a; - n.w = texture2DProj(_qt_texture, sampleFarRight).a; -#if 0 - // Blurrier, faster. - n = smoothstep(alphaMin, alphaMax, n); - c = smoothstep(alphaMin, alphaMax, c); -#else - // Sharper, slower. - highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); - highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d); - highp vec2 hi = mix(vec2(alphaMax), vec2(0.5), d); - n = smoothstep(lo.xxyy, hi.xxyy, n); - c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c); -#endif - gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; -} - -/* -#extension GL_OES_standard_derivatives: enable - -varying highp vec2 sampleCoord; - -uniform sampler2D _qt_texture; -uniform lowp vec4 color; -uniform highp float alphaMin; -uniform highp float alphaMax; - -void main() -{ - highp vec2 delta = dFdx(sampleCoord); - highp vec4 n; - n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a; - n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a; - highp float c = texture2D(_qt_texture, sampleCoord).a; - n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a; - n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a; - n = smoothstep(alphaMin, alphaMax, n); - c = smoothstep(alphaMin, alphaMax, c); - gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; -}; -*/
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