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author | Tom Cooksey <thomas.cooksey@nokia.com> | 2010-01-20 07:59:48 (GMT) |
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committer | Prasanth Ullattil <prasanth.ullattil@nokia.com> | 2010-01-27 15:30:17 (GMT) |
commit | 8315b169f152c81bbad88c1c093283c00b94f43f (patch) | |
tree | 43a7cbf1c42cbf39c426c1dbffdd1d9971363e09 | |
parent | 9dc8d0eeaaae09a86eb869b79f76ad7c66b6f563 (diff) | |
download | Qt-8315b169f152c81bbad88c1c093283c00b94f43f.zip Qt-8315b169f152c81bbad88c1c093283c00b94f43f.tar.gz Qt-8315b169f152c81bbad88c1c093283c00b94f43f.tar.bz2 |
Remove unnecessary depth uniform from GL2 engine's GLSL
Reviewed-By: Samuel
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index d9a61e9..6e98b02 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -64,23 +64,19 @@ QT_MODULE(OpenGL) static const char* const qglslMainVertexShader = "\ - uniform highp float depth;\ void setPosition();\ void main(void)\ {\ setPosition();\ - gl_Position.z = depth * gl_Position.w;\ }"; static const char* const qglslMainWithTexCoordsVertexShader = "\ attribute highp vec2 textureCoordArray; \ varying highp vec2 textureCoords; \ - uniform highp float depth;\ void setPosition();\ void main(void) \ {\ setPosition();\ - gl_Position.z = depth * gl_Position.w;\ textureCoords = textureCoordArray; \ }"; @@ -89,12 +85,10 @@ static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\ attribute lowp float opacityArray; \ varying highp vec2 textureCoords; \ varying lowp float opacity; \ - uniform highp float depth; \ void setPosition(); \ void main(void) \ { \ setPosition(); \ - gl_Position.z = depth * gl_Position.w; \ textureCoords = textureCoordArray; \ opacity = opacityArray; \ }"; |