diff options
author | Jere Tuliniemi <jere.tuliniemi@qt.io> | 2019-06-05 13:42:19 +0300 |
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committer | Jere Tuliniemi <jere.tuliniemi@qt.io> | 2019-06-05 13:44:12 +0300 |
commit | ac8b2f7c7b2db8860f8414175e1509b6361f3634 (patch) | |
tree | 47e4d43f9b28d2240b25988deb879405b20b1da9 /src/Runtime/ogl-runtime | |
parent | 765dcd24261026c3fc625cabaf25d7aad35e00c5 (diff) |
Fix distance field shaders on OpenGL ES
The shaders contained unnecessary highps and declared fragColor even
though the engine automatically adds fragOutput to internal shaders.
Change-Id: Ic23b4741aa11e4d52c55fdd82ee79dd919919aeb
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'src/Runtime/ogl-runtime')
3 files changed, 5 insertions, 9 deletions
diff --git a/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_core.frag b/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_core.frag index bf60f874..f11dcc1d 100644 --- a/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_core.frag +++ b/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_core.frag @@ -1,7 +1,5 @@ in vec2 sampleCoord; -out vec4 fragColor; - uniform sampler2D _qt_texture; uniform vec4 color; @@ -9,5 +7,5 @@ void main() { float distance = texture(_qt_texture, sampleCoord).r; float f = fwidth(distance); - fragColor = color * smoothstep(0.5 - f, 0.5, distance); + fragOutput = color * smoothstep(0.5 - f, 0.5, distance); } diff --git a/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow.vert b/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow.vert index 835d34dd..5939a8c9 100644 --- a/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow.vert +++ b/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow.vert @@ -76,13 +76,13 @@ void main() alphas = alphaRange(scale); #endif - highp vec2 textureSizeMultiplier = vec2(1.0 / highp float(textureWidth), + highp vec2 textureSizeMultiplier = vec2(1.0 / float(textureWidth), 1.0 / float(textureHeight)); sampleCoord = tCoord * textureSizeMultiplier; shadowSampleCoord = (tCoord - shadowOffset) * textureSizeMultiplier; - normalizedTextureBounds = highp vec4(textureBounds.xy * textureSizeMultiplier, - textureBounds.zw * textureSizeMultiplier); + normalizedTextureBounds = vec4(textureBounds.xy * textureSizeMultiplier, + textureBounds.zw * textureSizeMultiplier); gl_Position = mvp * vec4(vCoord, 1.0); } diff --git a/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow_core.frag b/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow_core.frag index 51aae5a7..e13182ef 100644 --- a/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow_core.frag +++ b/src/Runtime/ogl-runtime/res/effectlib/distancefieldtext_dropshadow_core.frag @@ -2,8 +2,6 @@ in vec2 sampleCoord; in vec2 shadowSampleCoord; in vec4 normalizedTextureBounds; -out vec4 fragColor; - uniform sampler2D _qt_texture; uniform vec4 color; uniform vec4 shadowColor; @@ -26,5 +24,5 @@ void main() float textAlpha = smoothstep(0.5 - textDistanceD, 0.5, textDistance); vec4 textPixel = color * textAlpha; - fragColor = mix(shadowPixel, textPixel, textPixel.a); + fragOutput = mix(shadowPixel, textPixel, textPixel.a); } |