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author | Tom Cooksey <thomas.cooksey@nokia.com> | 2010-01-20 07:59:48 (GMT) |
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committer | Tom Cooksey <thomas.cooksey@nokia.com> | 2010-01-21 12:24:46 (GMT) |
commit | 1729c2baea4e39f97d71b77f4c25af131f23221c (patch) | |
tree | cdcfe05f74f751215195c126991cda396e2f7aad /src/opengl/gl2paintengineex | |
parent | 7a331f4b08861f80530c3f16532a211b47380f94 (diff) | |
download | Qt-1729c2baea4e39f97d71b77f4c25af131f23221c.zip Qt-1729c2baea4e39f97d71b77f4c25af131f23221c.tar.gz Qt-1729c2baea4e39f97d71b77f4c25af131f23221c.tar.bz2 |
Remove unnecessary depth uniform from GL2 engine's GLSL
Reviewed-By: Samuel
Diffstat (limited to 'src/opengl/gl2paintengineex')
-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; \ }"; |