Avoid redundant QColor::alphaF() calls.
authorGunnar Sletta <gunnar.sletta@digia.com>
Sat, 18 May 2013 06:31:54 +0000 (08:31 +0200)
committerThe Qt Project <gerrit-noreply@qt-project.org>
Wed, 22 May 2013 12:49:10 +0000 (14:49 +0200)
Change-Id: I3694b075e98eab9f3eacf7758881a9473999b46e
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
src/quick/scenegraph/util/qsgflatcolormaterial.cpp

index 3072012..09e2a7d 100644 (file)
@@ -74,11 +74,11 @@ void FlatColorMaterialShader::updateState(const RenderState &state, QSGMaterial
     const QColor &c = newMaterial->color();
 
     if (oldMaterial == 0 || c != oldMaterial->color() || state.isOpacityDirty()) {
-        float opacity = state.opacity();
-        QVector4D v(c.redF() * c.alphaF() * opacity,
-                    c.greenF() * c.alphaF() * opacity,
-                    c.blueF() * c.alphaF() * opacity,
-                    c.alphaF() * opacity);
+        float opacity = state.opacity() * c.alphaF();
+        QVector4D v(c.redF() * opacity,
+                    c.greenF() *  opacity,
+                    c.blueF() * opacity,
+                    opacity);
         program()->setUniformValue(m_color_id, v);
     }