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-rw-r--r--src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag58
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;
-};
-*/ \ No newline at end of file