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author | Marko Niemelä <marko.a.niemela@nokia.com> | 2012-03-14 16:24:48 +0200 |
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committer | Qt by Nokia <qt-info@nokia.com> | 2012-03-16 13:35:29 +0100 |
commit | 524c5c95512dd55c21cae5f6676db52b5e331efd (patch) | |
tree | e9a7e7b69244f111dbd829b2acbd517eeb12648d | |
parent | c0018cc07cbad45e62bac8c8fab6a6469b86f902 (diff) | |
download | qtgraphicaleffects-524c5c95512dd55c21cae5f6676db52b5e331efd.tar.gz qtgraphicaleffects-524c5c95512dd55c21cae5f6676db52b5e331efd.tar.bz2 qtgraphicaleffects-524c5c95512dd55c21cae5f6676db52b5e331efd.zip |
Added precision to all uniforms which did not have it.
If precision qualifier is missing, shader compilation
may fail on some GPU:s.
Change-Id: I8bad4855203ba9f0b233a877b1a012c608801bd6
Reviewed-by: Kim Gronholm <kim.1.gronholm@nokia.com>
-rw-r--r-- | src/effects/Blend.qml | 4 | ||||
-rw-r--r-- | src/effects/BrightnessContrast.qml | 2 | ||||
-rw-r--r-- | src/effects/ColorOverlay.qml | 2 | ||||
-rw-r--r-- | src/effects/Colorize.qml | 2 | ||||
-rw-r--r-- | src/effects/ConicalGradient.qml | 20 | ||||
-rw-r--r-- | src/effects/Desaturate.qml | 2 | ||||
-rw-r--r-- | src/effects/DirectionalBlur.qml | 2 | ||||
-rw-r--r-- | src/effects/GammaAdjust.qml | 2 | ||||
-rw-r--r-- | src/effects/LevelAdjust.qml | 2 | ||||
-rw-r--r-- | src/effects/OpacityMask.qml | 4 | ||||
-rw-r--r-- | src/effects/RadialBlur.qml | 2 | ||||
-rw-r--r-- | src/effects/RecursiveBlur.qml | 2 | ||||
-rw-r--r-- | src/effects/ThresholdMask.qml | 4 | ||||
-rw-r--r-- | src/effects/ZoomBlur.qml | 2 | ||||
-rw-r--r-- | src/effects/internal/GaussianDirectionalBlur.qml | 2 |
15 files changed, 27 insertions, 27 deletions
diff --git a/src/effects/Blend.qml b/src/effects/Blend.qml index 64369fc..4d44651 100644 --- a/src/effects/Blend.qml +++ b/src/effects/Blend.qml @@ -147,8 +147,8 @@ Item { property string fragmentShaderBegin: " varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D backgroundSource; - uniform sampler2D foregroundSource; + uniform lowp sampler2D backgroundSource; + uniform lowp sampler2D foregroundSource; highp float RGBtoL(highp vec3 color) { highp float cmin = min(color.r, min(color.g, color.b)); diff --git a/src/effects/BrightnessContrast.qml b/src/effects/BrightnessContrast.qml index badc65c..5e0f16a 100644 --- a/src/effects/BrightnessContrast.qml +++ b/src/effects/BrightnessContrast.qml @@ -75,7 +75,7 @@ Item { fragmentShader: " varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp float brightness; uniform highp float contrast; void main() { diff --git a/src/effects/ColorOverlay.qml b/src/effects/ColorOverlay.qml index 9eafdf3..387334c 100644 --- a/src/effects/ColorOverlay.qml +++ b/src/effects/ColorOverlay.qml @@ -72,7 +72,7 @@ Item { fragmentShader: " varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp vec4 color; void main() { highp vec4 pixelColor = texture2D(source, qt_TexCoord0); diff --git a/src/effects/Colorize.qml b/src/effects/Colorize.qml index efc25b5..02078eb 100644 --- a/src/effects/Colorize.qml +++ b/src/effects/Colorize.qml @@ -76,7 +76,7 @@ Item { fragmentShader: " varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp float hue; uniform highp float saturation; uniform highp float lightness; diff --git a/src/effects/ConicalGradient.qml b/src/effects/ConicalGradient.qml index d5dcfa0..f0b2f6b 100644 --- a/src/effects/ConicalGradient.qml +++ b/src/effects/ConicalGradient.qml @@ -100,13 +100,13 @@ Item { property string noMaskShader: " varying mediump vec2 qt_TexCoord0; uniform lowp sampler2D gradientSource; - uniform float qt_Opacity; - uniform float startAngle; - uniform vec2 center; + uniform highp float qt_Opacity; + uniform highp float startAngle; + uniform highp vec2 center; void main() { - const float PI = 3.14159265; - const float PIx2inv = 0.1591549; + const highp float PI = 3.14159265; + const highp float PIx2inv = 0.1591549; highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv; gl_FragColor = texture2D(gradientSource, vec2(0.0, a)) * qt_Opacity; } @@ -116,14 +116,14 @@ Item { varying mediump vec2 qt_TexCoord0; uniform lowp sampler2D gradientSource; uniform lowp sampler2D maskSource; - uniform float qt_Opacity; - uniform float startAngle; - uniform vec2 center; + uniform highp float qt_Opacity; + uniform highp float startAngle; + uniform highp vec2 center; void main() { lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; - const float PI = 3.14159265; - const float PIx2inv = 0.1591549; + const highp float PI = 3.14159265; + const highp float PIx2inv = 0.1591549; highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv; gl_FragColor = texture2D(gradientSource, vec2(0.0, a)) * maskAlpha * qt_Opacity; } diff --git a/src/effects/Desaturate.qml b/src/effects/Desaturate.qml index 4fe91f5..87c7dac 100644 --- a/src/effects/Desaturate.qml +++ b/src/effects/Desaturate.qml @@ -72,7 +72,7 @@ Item { fragmentShader: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp float desaturation; void main(void) { lowp vec4 textureColor = texture2D(source, qt_TexCoord0.st); diff --git a/src/effects/DirectionalBlur.qml b/src/effects/DirectionalBlur.qml index ee12b1a..47cc2ac 100644 --- a/src/effects/DirectionalBlur.qml +++ b/src/effects/DirectionalBlur.qml @@ -85,7 +85,7 @@ Item { property string fragmentShaderSkeleton: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp float len; uniform highp float samples; uniform highp float weight; diff --git a/src/effects/GammaAdjust.qml b/src/effects/GammaAdjust.qml index 757c4ac..ef017ab 100644 --- a/src/effects/GammaAdjust.qml +++ b/src/effects/GammaAdjust.qml @@ -72,7 +72,7 @@ Item { fragmentShader: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp float gamma; void main(void) { highp vec4 originalColor = texture2D(source, qt_TexCoord0.st); diff --git a/src/effects/LevelAdjust.qml b/src/effects/LevelAdjust.qml index b71fedd..434b15d 100644 --- a/src/effects/LevelAdjust.qml +++ b/src/effects/LevelAdjust.qml @@ -83,7 +83,7 @@ Item { fragmentShader: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp vec3 minimumInputRGB; uniform highp vec3 maximumInputRGB; uniform highp float minimumInputAlpha; diff --git a/src/effects/OpacityMask.qml b/src/effects/OpacityMask.qml index d338350..4ea63e8 100644 --- a/src/effects/OpacityMask.qml +++ b/src/effects/OpacityMask.qml @@ -77,8 +77,8 @@ Item { fragmentShader: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; - uniform sampler2D maskSource; + uniform lowp sampler2D source; + uniform lowp sampler2D maskSource; void main(void) { gl_FragColor = texture2D(source, qt_TexCoord0.st) * (texture2D(maskSource, qt_TexCoord0.st).a) * qt_Opacity; } diff --git a/src/effects/RadialBlur.qml b/src/effects/RadialBlur.qml index b19d685..aff3c3d 100644 --- a/src/effects/RadialBlur.qml +++ b/src/effects/RadialBlur.qml @@ -92,7 +92,7 @@ Item { property string fragmentShaderSkeleton: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp float angleSin; uniform highp float angleCos; uniform highp float angleSinStep; diff --git a/src/effects/RecursiveBlur.qml b/src/effects/RecursiveBlur.qml index e50cd0b..52a01b2 100644 --- a/src/effects/RecursiveBlur.qml +++ b/src/effects/RecursiveBlur.qml @@ -125,7 +125,7 @@ Item { fragmentShader: " varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; void main() { gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; } diff --git a/src/effects/ThresholdMask.qml b/src/effects/ThresholdMask.qml index 9373a5e..5f995d7 100644 --- a/src/effects/ThresholdMask.qml +++ b/src/effects/ThresholdMask.qml @@ -81,8 +81,8 @@ Item { fragmentShader: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; - uniform sampler2D maskSource; + uniform lowp sampler2D source; + uniform lowp sampler2D maskSource; uniform highp float threshold; uniform highp float spread; void main(void) { diff --git a/src/effects/ZoomBlur.qml b/src/effects/ZoomBlur.qml index 2e80980..83c6173 100644 --- a/src/effects/ZoomBlur.qml +++ b/src/effects/ZoomBlur.qml @@ -87,7 +87,7 @@ Item { property string fragmentShaderSkeleton: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp float len; uniform highp float weight; uniform highp float samples; diff --git a/src/effects/internal/GaussianDirectionalBlur.qml b/src/effects/internal/GaussianDirectionalBlur.qml index 50b5d14..5515a96 100644 --- a/src/effects/internal/GaussianDirectionalBlur.qml +++ b/src/effects/internal/GaussianDirectionalBlur.qml @@ -241,7 +241,7 @@ Item { property string fragmentShaderBegin: " varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; - uniform sampler2D source; + uniform lowp sampler2D source; uniform highp vec3 delta; uniform highp vec3 factor_0_2; uniform highp vec3 factor_3_5; |