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-rw-r--r--src/quick/scenegraph/shaders_ng/24bittextmask.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/32bitcolortext.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/8bittextmask.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/8bittextmask_a.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/outlinedtext.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/outlinedtext.vert9
-rw-r--r--src/quick/scenegraph/shaders_ng/outlinedtext_a.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/styledtext.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/styledtext.vert7
-rw-r--r--src/quick/scenegraph/shaders_ng/styledtext_a.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/textmask.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/textmask.vert7
12 files changed, 35 insertions, 23 deletions
diff --git a/src/quick/scenegraph/shaders_ng/24bittextmask.frag b/src/quick/scenegraph/shaders_ng/24bittextmask.frag
index bc3826a924..ed8da4cd30 100644
--- a/src/quick/scenegraph/shaders_ng/24bittextmask.frag
+++ b/src/quick/scenegraph/shaders_ng/24bittextmask.frag
@@ -6,8 +6,9 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
- vec4 color; // only alpha is used, but must be vec4 due to layout compat
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
+ vec4 color;
vec2 textureScale;
float dpr;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/32bitcolortext.frag b/src/quick/scenegraph/shaders_ng/32bitcolortext.frag
index 63e445f90b..4198a4d339 100644
--- a/src/quick/scenegraph/shaders_ng/32bitcolortext.frag
+++ b/src/quick/scenegraph/shaders_ng/32bitcolortext.frag
@@ -6,8 +6,9 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
- vec4 color; // only alpha is used, but must be vec4 due to layout compat
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
+ vec4 color;
vec2 textureScale;
float dpr;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/8bittextmask.frag b/src/quick/scenegraph/shaders_ng/8bittextmask.frag
index 6304e821ff..a06743876d 100644
--- a/src/quick/scenegraph/shaders_ng/8bittextmask.frag
+++ b/src/quick/scenegraph/shaders_ng/8bittextmask.frag
@@ -6,7 +6,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag b/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag
index 0d0fa1cd3a..f725cbc5e7 100644
--- a/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag
+++ b/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag
@@ -6,7 +6,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/outlinedtext.frag b/src/quick/scenegraph/shaders_ng/outlinedtext.frag
index 947d161a50..e2f82d3845 100644
--- a/src/quick/scenegraph/shaders_ng/outlinedtext.frag
+++ b/src/quick/scenegraph/shaders_ng/outlinedtext.frag
@@ -11,11 +11,12 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- // must match styledtext
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
+ // the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/outlinedtext.vert b/src/quick/scenegraph/shaders_ng/outlinedtext.vert
index 023f9dfdc2..4068e42f28 100644
--- a/src/quick/scenegraph/shaders_ng/outlinedtext.vert
+++ b/src/quick/scenegraph/shaders_ng/outlinedtext.vert
@@ -10,11 +10,12 @@ layout(location = 3) out vec2 sCoordLeft;
layout(location = 4) out vec2 sCoordRight;
layout(std140, binding = 0) uniform buf {
- // must match styledtext
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
+ // the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
@@ -28,6 +29,6 @@ void main()
sCoordDown = (tCoord - vec2(0.0, 1.0)) * ubuf.textureScale;
sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * ubuf.textureScale;
sCoordRight = (tCoord - vec2(1.0, 0.0)) * ubuf.textureScale;
- vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr;
- gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w);
+ vec4 xformed = ubuf.modelViewMatrix * vCoord;
+ gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w);
}
diff --git a/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag b/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag
index 5b7bd9ca82..274d891a3c 100644
--- a/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag
+++ b/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag
@@ -11,11 +11,12 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- // must match styledtext
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
+ // the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/styledtext.frag b/src/quick/scenegraph/shaders_ng/styledtext.frag
index 0b16396037..2e380dfeae 100644
--- a/src/quick/scenegraph/shaders_ng/styledtext.frag
+++ b/src/quick/scenegraph/shaders_ng/styledtext.frag
@@ -8,7 +8,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/styledtext.vert b/src/quick/scenegraph/shaders_ng/styledtext.vert
index beadf07c79..271dae8d8a 100644
--- a/src/quick/scenegraph/shaders_ng/styledtext.vert
+++ b/src/quick/scenegraph/shaders_ng/styledtext.vert
@@ -7,7 +7,8 @@ layout(location = 0) out vec2 sampleCoord;
layout(location = 1) out vec2 shiftedSampleCoord;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
@@ -22,6 +23,6 @@ void main()
{
sampleCoord = tCoord * ubuf.textureScale;
shiftedSampleCoord = (tCoord - ubuf.shift) * ubuf.textureScale;
- vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr;
- gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w);
+ vec4 xformed = ubuf.modelViewMatrix * vCoord;
+ gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w);
}
diff --git a/src/quick/scenegraph/shaders_ng/styledtext_a.frag b/src/quick/scenegraph/shaders_ng/styledtext_a.frag
index b673137895..62e162c851 100644
--- a/src/quick/scenegraph/shaders_ng/styledtext_a.frag
+++ b/src/quick/scenegraph/shaders_ng/styledtext_a.frag
@@ -8,7 +8,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/textmask.frag b/src/quick/scenegraph/shaders_ng/textmask.frag
index 518d5c965f..ed8da4cd30 100644
--- a/src/quick/scenegraph/shaders_ng/textmask.frag
+++ b/src/quick/scenegraph/shaders_ng/textmask.frag
@@ -6,7 +6,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/textmask.vert b/src/quick/scenegraph/shaders_ng/textmask.vert
index 9d80d5dadb..e0b3c01bce 100644
--- a/src/quick/scenegraph/shaders_ng/textmask.vert
+++ b/src/quick/scenegraph/shaders_ng/textmask.vert
@@ -6,7 +6,8 @@ layout(location = 1) in vec2 tCoord;
layout(location = 0) out vec2 sampleCoord;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
@@ -17,6 +18,6 @@ out gl_PerVertex { vec4 gl_Position; };
void main()
{
sampleCoord = tCoord * ubuf.textureScale;
- vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr;
- gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w);
+ vec4 xformed = ubuf.modelViewMatrix * vCoord;
+ gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w);
}