summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorTom Cooksey <thomas.cooksey@nokia.com>2010-01-20 07:59:48 (GMT)
committerTom Cooksey <thomas.cooksey@nokia.com>2010-01-21 12:24:46 (GMT)
commit1729c2baea4e39f97d71b77f4c25af131f23221c (patch)
treecdcfe05f74f751215195c126991cda396e2f7aad
parent7a331f4b08861f80530c3f16532a211b47380f94 (diff)
downloadQt-1729c2baea4e39f97d71b77f4c25af131f23221c.zip
Qt-1729c2baea4e39f97d71b77f4c25af131f23221c.tar.gz
Qt-1729c2baea4e39f97d71b77f4c25af131f23221c.tar.bz2
Remove unnecessary depth uniform from GL2 engine's GLSL
Reviewed-By: Samuel
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h6
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; \
}";