From f9852d168e6ae1c651304863e2aac532b0ac5e2a Mon Sep 17 00:00:00 2001 From: Yoann Lopes Date: Thu, 12 Jan 2012 16:13:49 +0100 Subject: [PATCH] Use mediump in distance field shaders for the alpha threshold. lowp or highp cause some problems depending on the hardware. Change-Id: I2762c04548656de8fdb34711f52e5cf05d8c2ac5 Reviewed-by: Yoann Lopes --- .../scenegraph/qsgdistancefieldglyphnode_p.cpp | 24 +++++++++++----------- 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp index eef60d2..f4e85c6 100644 --- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp +++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp @@ -90,8 +90,8 @@ const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const { "varying highp vec2 sampleCoord; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" - "uniform lowp float alphaMin; \n" - "uniform lowp float alphaMax; \n" + "uniform mediump float alphaMin; \n" + "uniform mediump float alphaMax; \n" "void main() { \n" " gl_FragColor = color * smoothstep(alphaMin, \n" " alphaMax, \n" @@ -324,10 +324,10 @@ const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const { "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "uniform lowp vec4 styleColor; \n" - "uniform lowp float alphaMin; \n" - "uniform lowp float alphaMax; \n" - "uniform lowp float outlineAlphaMax0; \n" - "uniform lowp float outlineAlphaMax1; \n" + "uniform mediump float alphaMin; \n" + "uniform mediump float alphaMax; \n" + "uniform mediump float outlineAlphaMax0; \n" + "uniform mediump float outlineAlphaMax1; \n" "void main() { \n" " mediump float d = texture2D(texture, sampleCoord).a; \n" " gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n" @@ -468,8 +468,8 @@ const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "uniform lowp vec4 styleColor; \n" - "uniform lowp float alphaMin; \n" - "uniform lowp float alphaMax; \n" + "uniform mediump float alphaMin; \n" + "uniform mediump float alphaMax; \n" "void main() { \n" " highp float a = smoothstep(alphaMin, alphaMax, texture2D(texture, sampleCoord).a);\n" " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n" @@ -558,8 +558,8 @@ const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons "varying highp vec3 sampleFarRight; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" - "uniform lowp float alphaMin; \n" - "uniform lowp float alphaMax; \n" + "uniform mediump float alphaMin; \n" + "uniform mediump float alphaMax; \n" "void main() { \n" " highp vec4 n; \n" " n.x = texture2DProj(texture, sampleFarLeft).a; \n" @@ -697,8 +697,8 @@ const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons "varying highp vec3 sampleNearRight; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" - "uniform lowp float alphaMin; \n" - "uniform lowp float alphaMax; \n" + "uniform mediump float alphaMin; \n" + "uniform mediump float alphaMax; \n" "void main() { \n" " highp vec2 n; \n" " n.x = texture2DProj(texture, sampleNearLeft).a; \n" -- 2.7.4