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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 6a928c4..6bcf010 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -1,6 +1,7 @@
/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the QtOpenGL module of the Qt Toolkit.
@@ -20,10 +21,9 @@
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
-** In addition, as a special exception, Nokia gives you certain
-** additional rights. These rights are described in the Nokia Qt LGPL
-** Exception version 1.1, included in the file LGPL_EXCEPTION.txt in this
-** package.
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
@@ -260,12 +260,24 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
static const char* const qglslAffinePositionWithTextureBrushVertexShader
= qglslPositionWithTextureBrushVertexShader;
+#if defined(QT_OPENGL_ES_2)
+// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
+// 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; \
+ uniform lowp sampler2D brushTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(brushTexture, fract(brushTextureCoords)); \
+ }";
+#else
static const char* const qglslTextureBrushSrcFragmentShader = "\
varying highp vec2 brushTextureCoords; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return texture2D(brushTexture, brushTextureCoords); \
}";
+#endif
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
varying highp vec2 brushTextureCoords; \