2011-04-27 12:13:26 +00:00
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/****************************************************************************
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**
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2013-01-02 11:17:46 +00:00
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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2012-09-20 05:21:40 +00:00
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** Contact: http://www.qt-project.org/legal
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2011-04-27 12:13:26 +00:00
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**
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2012-02-16 04:43:03 +00:00
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** This file is part of the QtQml module of the Qt Toolkit.
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2011-04-27 12:13:26 +00:00
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**
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** $QT_BEGIN_LICENSE:LGPL$
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2012-09-20 05:21:40 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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2011-04-27 12:13:26 +00:00
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** GNU Lesser General Public License Usage
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2012-09-20 05:21:40 +00:00
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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2011-04-27 12:13:26 +00:00
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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2011-07-07 12:52:03 +00:00
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** GNU General Public License Usage
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2012-09-20 05:21:40 +00:00
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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2011-04-27 12:13:26 +00:00
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**
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2012-01-24 03:37:23 +00:00
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**
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2011-04-27 12:13:26 +00:00
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qsgtexturematerial_p.h"
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2011-08-25 11:40:12 +00:00
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#include <QtGui/qopenglshaderprogram.h>
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#include <QtGui/qopenglfunctions.h>
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2011-04-27 12:13:26 +00:00
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QT_BEGIN_NAMESPACE
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2011-05-11 13:12:08 +00:00
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inline static bool isPowerOfTwo(int x)
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{
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// Assumption: x >= 1
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return x == (x & -x);
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}
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2011-04-27 12:13:26 +00:00
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const char qt_scenegraph_texture_material_vertex_code[] =
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"uniform highp mat4 qt_Matrix; \n"
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"attribute highp vec4 qt_VertexPosition; \n"
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"attribute highp vec2 qt_VertexTexCoord; \n"
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"varying highp vec2 qt_TexCoord; \n"
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"void main() { \n"
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" qt_TexCoord = qt_VertexTexCoord; \n"
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" gl_Position = qt_Matrix * qt_VertexPosition; \n"
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"}";
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const char qt_scenegraph_texture_material_fragment[] =
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"varying highp vec2 qt_TexCoord; \n"
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"uniform sampler2D qt_Texture; \n"
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"void main() { \n"
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" gl_FragColor = texture2D(qt_Texture, qt_TexCoord);\n"
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"}";
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2011-05-09 10:56:50 +00:00
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const char *QSGOpaqueTextureMaterialShader::vertexShader() const
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2011-04-27 12:13:26 +00:00
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{
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return qt_scenegraph_texture_material_vertex_code;
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}
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2011-05-09 10:56:50 +00:00
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const char *QSGOpaqueTextureMaterialShader::fragmentShader() const
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2011-04-27 12:13:26 +00:00
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{
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return qt_scenegraph_texture_material_fragment;
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}
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2011-05-09 10:56:50 +00:00
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QSGMaterialType QSGOpaqueTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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2011-05-09 10:56:50 +00:00
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char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const
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2011-04-27 12:13:26 +00:00
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{
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static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 };
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return attr;
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}
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2011-05-09 10:56:50 +00:00
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void QSGOpaqueTextureMaterialShader::initialize()
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2011-04-27 12:13:26 +00:00
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{
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2011-05-11 10:56:51 +00:00
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m_matrix_id = program()->uniformLocation("qt_Matrix");
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 10:56:50 +00:00
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void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
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2011-04-27 12:13:26 +00:00
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{
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Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterial *tx = static_cast<QSGOpaqueTextureMaterial *>(newEffect);
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QSGOpaqueTextureMaterial *oldTx = static_cast<QSGOpaqueTextureMaterial *>(oldEffect);
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2011-04-27 12:13:26 +00:00
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QSGTexture *t = tx->texture();
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t->setFiltering(tx->filtering());
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2011-05-11 13:12:08 +00:00
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#ifdef QT_OPENGL_ES_2
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2012-08-06 10:04:35 +00:00
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bool npotSupported = QOpenGLFunctions(const_cast<QOpenGLContext *>(state.context())).hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
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2011-05-11 13:12:08 +00:00
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QSize size = t->textureSize();
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bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
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if (!npotSupported && isNpot) {
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t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
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t->setVerticalWrapMode(QSGTexture::ClampToEdge);
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} else
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#endif
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{
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t->setHorizontalWrapMode(tx->horizontalWrapMode());
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t->setVerticalWrapMode(tx->verticalWrapMode());
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}
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2011-04-27 12:13:26 +00:00
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t->setMipmapFiltering(tx->mipmapFiltering());
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if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId())
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t->bind();
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else
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t->updateBindOptions();
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if (state.isMatrixDirty())
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2011-05-11 10:56:51 +00:00
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program()->setUniformValue(m_matrix_id, state.combinedMatrix());
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\class QSGOpaqueTextureMaterial
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\brief The QSGOpaqueTextureMaterial class provides a convenient way of
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rendering textured geometry in the scene graph.
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2013-01-07 15:20:39 +00:00
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\inmodule QtQuick
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\ingroup qtquick-scenegraph-materials
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2011-05-09 11:51:12 +00:00
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The opaque textured material will fill every pixel in a geometry with
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the supplied texture. The material does not respect the opacity of the
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QSGMaterialShader::RenderState, so opacity nodes in the parent chain
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of nodes using this material, have no effect.
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The geometry to be rendered with an opaque texture material requires
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vertices in attribute location 0 and texture coordinates in attribute
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location 1. The texture coordinate is a 2-dimensional floating-point
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tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
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attribute set compatible with this material.
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The texture to be rendered is can be set using setTexture(). How the
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2012-09-06 21:44:08 +00:00
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texture should be rendered can be specified using setMipmapFiltering(),
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2011-05-09 11:51:12 +00:00
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setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
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The rendering state is set on the texture instance just before it
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is bound.
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The opaque textured material respects the current matrix and the alpha
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channel of the texture. It will disregard the accumulated opacity in
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the scenegraph.
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A texture material must have a texture set before it is used as
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a material in the scene graph.
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*/
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/*!
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Creates a new QSGOpaqueTextureMaterial.
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The default mipmap filtering and filtering mode is set to
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QSGTexture::Nearest. The default wrap modes is set to
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2012-06-04 14:56:17 +00:00
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\c QSGTexture::ClampToEdge.
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2011-05-09 11:51:12 +00:00
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*/
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial()
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2011-04-27 12:13:26 +00:00
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: m_texture(0)
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, m_filtering(QSGTexture::Nearest)
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, m_mipmap_filtering(QSGTexture::Nearest)
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, m_horizontal_wrap(QSGTexture::ClampToEdge)
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, m_vertical_wrap(QSGTexture::ClampToEdge)
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{
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialType *QSGOpaqueTextureMaterial::type() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return &QSGOpaqueTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialShader *QSGOpaqueTextureMaterial::createShader() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return new QSGOpaqueTextureMaterialShader;
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\fn QSGTexture *QSGOpaqueTextureMaterial::texture() const
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Returns this texture material's texture.
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*/
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/*!
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Sets the texture of this material to \a texture.
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The material does not take ownership over the texture.
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*/
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2011-05-09 10:56:50 +00:00
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void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture)
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2011-04-27 12:13:26 +00:00
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{
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m_texture = texture;
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setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false);
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\fn void QSGOpaqueTextureMaterial::setMipmapFiltering(QSGTexture::Filtering filtering)
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Sets the mipmap mode to \a filtering.
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The mipmap filtering mode is set on the texture instance just before the
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texture is bound for rendering.
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If the texture does not have mipmapping support, enabling mipmapping has no
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effect.
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*/
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/*!
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\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::mipmapFiltering() const
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Returns this material's mipmap filtering mode.
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2012-06-04 14:56:17 +00:00
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The default mipmap mode is \c QSGTexture::Nearest.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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\fn void QSGOpaqueTextureMaterial::setFiltering(QSGTexture::Filtering filtering)
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Sets the filtering to \a filtering.
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The filtering mode is set on the texture instance just before the texture
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is bound for rendering.
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::filtering() const
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2011-05-09 11:51:12 +00:00
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Returns this material's filtering mode.
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2012-06-04 14:56:17 +00:00
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The default filtering is \c QSGTexture::Nearest.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn void QSGOpaqueTextureMaterial::setHorizontalWrapMode(QSGTexture::WrapMode mode)
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2011-05-09 11:51:12 +00:00
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Sets the horizontal wrap mode to \a mode.
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The horizontal wrap mode is set on the texture instance just before the texture
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is bound for rendering.
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::horizontalWrapMode() const
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2011-05-09 11:51:12 +00:00
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Returns this material's horizontal wrap mode.
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2012-06-04 14:56:17 +00:00
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The default horizontal wrap mode is \c QSGTexutre::ClampToEdge.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn void QSGOpaqueTextureMaterial::setVerticalWrapMode(QSGTexture::WrapMode mode)
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2011-05-09 11:51:12 +00:00
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Sets the vertical wrap mode to \a mode.
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The vertical wrap mode is set on the texture instance just before the texture
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is bound for rendering.
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*/
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/*!
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2012-06-04 14:56:17 +00:00
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\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::verticalWrapMode() const
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2011-05-09 11:51:12 +00:00
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Returns this material's vertical wrap mode.
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2012-06-04 14:56:17 +00:00
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The default vertical wrap mode is \c QSGTexutre::ClampToEdge.
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2011-05-09 11:51:12 +00:00
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*/
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const
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2011-04-27 12:13:26 +00:00
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{
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Q_ASSERT(o && type() == o->type());
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2011-05-09 10:56:50 +00:00
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const QSGOpaqueTextureMaterial *other = static_cast<const QSGOpaqueTextureMaterial *>(o);
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2011-04-27 12:13:26 +00:00
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if (int diff = m_texture->textureId() - other->texture()->textureId())
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return diff;
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return int(m_filtering) - int(other->m_filtering);
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\class QSGTextureMaterial
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\brief The QSGTextureMaterial class provides a convenient way of
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rendering textured geometry in the scene graph.
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2013-01-07 15:20:39 +00:00
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\inmodule QtQuick
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\ingroup qtquick-scenegraph-materials
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2011-05-09 11:51:12 +00:00
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The textured material will fill every pixel in a geometry with
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the supplied texture.
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2011-11-15 15:17:50 +00:00
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The geometry to be rendered with a texture material requires
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2011-05-09 11:51:12 +00:00
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vertices in attribute location 0 and texture coordinates in attribute
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location 1. The texture coordinate is a 2-dimensional floating-point
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tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
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attribute set compatible with this material.
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The texture to be rendered is set using setTexture(). How the
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2012-09-06 21:44:08 +00:00
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texture should be rendered can be specified using setMipmapFiltering(),
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2011-05-09 11:51:12 +00:00
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setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
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The rendering state is set on the texture instance just before it
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is bound.
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2011-11-15 15:17:50 +00:00
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The textured material respects the current matrix and the alpha
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channel of the texture. It will also respect the accumulated opacity
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in the scenegraph.
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2011-05-09 11:51:12 +00:00
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A texture material must have a texture set before it is used as
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a material in the scene graph.
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*/
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2011-04-27 12:13:26 +00:00
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static const char qt_scenegraph_texture_material_opacity_fragment[] =
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"varying highp vec2 qt_TexCoord; \n"
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"uniform sampler2D qt_Texture; \n"
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"uniform lowp float opacity; \n"
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"void main() { \n"
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" gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity; \n"
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"}";
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2011-05-09 10:56:50 +00:00
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QSGMaterialType QSGTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialType *QSGTextureMaterial::type() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return &QSGTextureMaterialShader::type;
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 11:51:12 +00:00
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/*!
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\internal
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*/
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2011-05-09 10:56:50 +00:00
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QSGMaterialShader *QSGTextureMaterial::createShader() const
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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return new QSGTextureMaterialShader;
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 10:56:50 +00:00
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void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
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2011-04-27 12:13:26 +00:00
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{
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Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
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if (state.isOpacityDirty())
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2011-05-11 10:56:51 +00:00
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program()->setUniformValue(m_opacity_id, state.opacity());
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2011-04-27 12:13:26 +00:00
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterialShader::updateState(state, newEffect, oldEffect);
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 10:56:50 +00:00
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void QSGTextureMaterialShader::initialize()
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterialShader::initialize();
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2011-05-11 10:56:51 +00:00
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m_opacity_id = program()->uniformLocation("opacity");
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2011-04-27 12:13:26 +00:00
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}
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2012-06-29 15:14:10 +00:00
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const char *QSGTextureMaterialShader::fragmentShader() const
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{
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return qt_scenegraph_texture_material_opacity_fragment;
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}
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2011-04-27 12:13:26 +00:00
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QT_END_NAMESPACE
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