diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 3eef808..2407979 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -258,7 +258,7 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\ uniform mediump vec2 halfViewportSize; \ uniform highp vec2 invertedTextureSize; \ uniform highp mat3 brushTransform; \ - varying highp vec2 brushTextureCoords; \ + varying highp vec2 textureCoords; \ void setPosition(void) { \ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ @@ -267,7 +267,7 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ gl_Position.w = invertedHTexCoordsZ; \ - brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ + textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ }"; static const char* const qglslAffinePositionWithTextureBrushVertexShader @@ -278,26 +278,26 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader // we emulate GL_REPEAT by only taking the fractional part of the texture coords. // TODO: Special case POT textures which don't need this emulation static const char* const qglslTextureBrushSrcFragmentShader = "\ - varying highp vec2 brushTextureCoords; \ + varying highp vec2 textureCoords; \ uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ - return texture2D(brushTexture, fract(brushTextureCoords)); \ + return texture2D(brushTexture, fract(textureCoords)); \ }"; #else static const char* const qglslTextureBrushSrcFragmentShader = "\ - varying highp vec2 brushTextureCoords; \ + varying highp vec2 textureCoords; \ uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ - return texture2D(brushTexture, brushTextureCoords); \ + return texture2D(brushTexture, textureCoords); \ }"; #endif static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\ - varying highp vec2 brushTextureCoords; \ + varying highp vec2 textureCoords; \ uniform lowp vec4 patternColor; \ uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ - return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \ + return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \ }"; // Solid Fill Brush |