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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h2
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h28
2 files changed, 15 insertions, 15 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
index 16a7d66..7cc9dc3 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
@@ -259,7 +259,7 @@ static const GLuint QT_PMV_MATRIX_3_ATTR = 5;
class QGLEngineShaderProg;
-class QGLEngineSharedShaders
+class Q_OPENGL_EXPORT QGLEngineSharedShaders
{
Q_GADGET
public:
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 1aacc96..fc8b9ef 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -148,7 +148,7 @@ static const char* const qglslAffinePositionWithPatternBrushVertexShader
= qglslPositionWithPatternBrushVertexShader;
static const char* const qglslPatternBrushSrcFragmentShader = "\n\
- uniform lowp sampler2D brushTexture; \n\
+ uniform sampler2D brushTexture; \n\
uniform lowp vec4 patternColor; \n\
varying highp vec2 patternTexCoords;\n\
lowp vec4 srcPixel() \n\
@@ -183,7 +183,7 @@ static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
= qglslPositionWithLinearGradientBrushVertexShader;
static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\
- uniform lowp sampler2D brushTexture; \n\
+ uniform sampler2D brushTexture; \n\
varying mediump float index; \n\
lowp vec4 srcPixel() \n\
{ \n\
@@ -218,7 +218,7 @@ static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
#define INVERSE_2PI 0.1591549430918953358 \n\
- uniform lowp sampler2D brushTexture; \n\
+ uniform sampler2D brushTexture; \n\
uniform mediump float angle; \n\
varying highp vec2 A; \n\
lowp vec4 srcPixel() \n\
@@ -260,7 +260,7 @@ static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
= qglslPositionWithRadialGradientBrushVertexShader;
static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\
- uniform lowp sampler2D brushTexture; \n\
+ uniform sampler2D brushTexture; \n\
uniform highp float fmp2_m_radius2; \n\
uniform highp float inverse_2_fmp2_m_radius2; \n\
varying highp float b; \n\
@@ -304,14 +304,14 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader
// TODO: Special case POT textures which don't need this emulation
static const char* const qglslTextureBrushSrcFragmentShader = "\n\
varying highp vec2 brushTextureCoords; \n\
- uniform lowp sampler2D brushTexture; \n\
+ uniform sampler2D brushTexture; \n\
lowp vec4 srcPixel() { \n\
return texture2D(brushTexture, fract(brushTextureCoords)); \n\
}\n";
#else
static const char* const qglslTextureBrushSrcFragmentShader = "\n\
varying highp vec2 brushTextureCoords; \n\
- uniform lowp sampler2D brushTexture; \n\
+ uniform sampler2D brushTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
return texture2D(brushTexture, brushTextureCoords); \n\
@@ -321,7 +321,7 @@ static const char* const qglslTextureBrushSrcFragmentShader = "\n\
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\
varying highp vec2 brushTextureCoords; \n\
uniform lowp vec4 patternColor; \n\
- uniform lowp sampler2D brushTexture; \n\
+ uniform sampler2D brushTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\
@@ -337,7 +337,7 @@ static const char* const qglslSolidBrushSrcFragmentShader = "\n\
static const char* const qglslImageSrcFragmentShader = "\n\
varying highp vec2 textureCoords; \n\
- uniform lowp sampler2D imageTexture; \n\
+ uniform sampler2D imageTexture; \n\
lowp vec4 srcPixel() \n\
{ \n"
"return texture2D(imageTexture, textureCoords); \n"
@@ -345,7 +345,7 @@ static const char* const qglslImageSrcFragmentShader = "\n\
static const char* const qglslCustomSrcFragmentShader = "\n\
varying highp vec2 textureCoords; \n\
- uniform lowp sampler2D imageTexture; \n\
+ uniform sampler2D imageTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
return customShader(imageTexture, textureCoords); \n\
@@ -354,7 +354,7 @@ static const char* const qglslCustomSrcFragmentShader = "\n\
static const char* const qglslImageSrcWithPatternFragmentShader = "\n\
varying highp vec2 textureCoords; \n\
uniform lowp vec4 patternColor; \n\
- uniform lowp sampler2D imageTexture; \n\
+ uniform sampler2D imageTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\
@@ -362,7 +362,7 @@ static const char* const qglslImageSrcWithPatternFragmentShader = "\n\
static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\
varying highp vec2 textureCoords; \n\
- uniform lowp sampler2D imageTexture; \n\
+ uniform sampler2D imageTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\
@@ -454,7 +454,7 @@ static const char* const qglslMainFragmentShader = "\n\
static const char* const qglslMaskFragmentShader = "\n\
varying highp vec2 textureCoords;\n\
- uniform lowp sampler2D maskTexture;\n\
+ uniform sampler2D maskTexture;\n\
lowp vec4 applyMask(lowp vec4 src) \n\
{\n\
lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
@@ -478,7 +478,7 @@ static const char* const qglslMaskFragmentShader = "\n\
static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\
varying highp vec2 textureCoords;\n\
- uniform lowp sampler2D maskTexture;\n\
+ uniform sampler2D maskTexture;\n\
lowp vec4 applyMask(lowp vec4 src) \n\
{ \n\
lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
@@ -487,7 +487,7 @@ static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\
static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\
varying highp vec2 textureCoords;\n\
- uniform lowp sampler2D maskTexture;\n\
+ uniform sampler2D maskTexture;\n\
lowp vec4 applyMask(lowp vec4 src) \n\
{ \n\
lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\