From c284672e5d51def2dfa63343ca84ebc9ce02aa2d Mon Sep 17 00:00:00 2001 From: Yoann Lopes Date: Tue, 12 Mar 2013 12:57:39 +0100 Subject: Fixed text opacity when using Text.NativeRendering. Change-Id: I76922074c02c368f8a8a6998c478a33537e9a6e8 Reviewed-by: Gunnar Sletta --- src/quick/scenegraph/qsgdefaultglyphnode_p.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/quick') diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp index 6b8f9927c4..210e9f23f5 100644 --- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp +++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp @@ -96,7 +96,7 @@ const char *QSGTextMaskMaterialData::fragmentShader() const { "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "void main() { \n" - " gl_FragColor = vec4(texture2D(texture, sampleCoord).rgb, 1.0); \n" + " gl_FragColor = vec4(texture2D(texture, sampleCoord).rgb * color.a, 1.0); \n" "}"; } -- cgit v1.2.3