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authorJere Tuliniemi <jere.tuliniemi@qt.io>2019-05-20 13:12:37 +0300
committerJere Tuliniemi <jere.tuliniemi@qt.io>2019-05-20 14:12:47 +0300
commitd7bbf9d82e9f129877e6d304b527071155348c59 (patch)
tree361b362deb1752274112f63890d04c9ae8a0b6d0 /src/Runtime/res/effectlib/distancefieldtext.vert
parent52092eb06cb659f661d757ae6c2351e58ebbdc1b (diff)
Copy distance field shader changes to OpenGL runtime
Also fixes the OpenGL runtime to use alpha channel for the glyph texture when using ES2. Task-number: QT3DS-3343 Change-Id: Ia37c341802e504da21ebeaff6f3f1f5b50bd1bfe Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Antti Määttä <antti.maatta@qt.io>
Diffstat (limited to 'src/Runtime/res/effectlib/distancefieldtext.vert')
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext.vert16
1 files changed, 14 insertions, 2 deletions
diff --git a/src/Runtime/res/effectlib/distancefieldtext.vert b/src/Runtime/res/effectlib/distancefieldtext.vert
index 01024c6b..f6b2de41 100644
--- a/src/Runtime/res/effectlib/distancefieldtext.vert
+++ b/src/Runtime/res/effectlib/distancefieldtext.vert
@@ -1,3 +1,9 @@
+#ifdef GL_OES_standard_derivatives
+# extension GL_OES_standard_derivatives : enable
+#else
+# define use_fallback
+#endif
+
uniform highp mat4 mvp;
uniform highp float fontScale;
uniform int textureWidth;
@@ -7,6 +13,8 @@ attribute highp vec3 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
+
+#ifdef use_fallback
varying highp vec2 alphas;
highp float thresholdFunc(highp float scale)
@@ -55,11 +63,15 @@ highp float determinant(highp mat4 m)
det -= m[3][0] * determinantOfSubmatrix(m, 0, 1, 2, 1, 2, 3);
return det;
}
+#endif
void main()
{
- highp float scale = fontScale * sqrt(abs(determinant(mvp)));
+#ifdef use_fallback
+ highp float scale = fontScale * pow(abs(determinant(mvp)), 1.0 / 3.0);
alphas = alphaRange(scale);
- sampleCoord = tCoord * vec2(1.0 / highp float(textureWidth), 1.0 / highp float(textureHeight));
+#endif
+
+ sampleCoord = tCoord * vec2(1.0 / float(textureWidth), 1.0 / float(textureHeight));
gl_Position = mvp * vec4(vCoord, 1.0);
}