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Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h16
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