--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h Tue Jan 26 12:42:25 2010 +0200
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h Tue Feb 02 00:43:10 2010 +0200
@@ -258,7 +258,7 @@
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 @@
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 @@
// 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