Fixed text opacity when using Text.NativeRendering.
authorYoann Lopes <yoann.lopes@digia.com>
Tue, 12 Mar 2013 11:57:39 +0000 (12:57 +0100)
committerThe Qt Project <gerrit-noreply@qt-project.org>
Tue, 12 Mar 2013 16:03:14 +0000 (17:03 +0100)
Change-Id: I76922074c02c368f8a8a6998c478a33537e9a6e8
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>

src/quick/scenegraph/qsgdefaultglyphnode_p.cpp

index 6b8f992..210e9f2 100644 (file)
@@ -96,7 +96,7 @@ const char *QSGTextMaskMaterialData::fragmentShader() const {
         "uniform sampler2D texture;                     \n"
         "uniform lowp vec4 color;                       \n"
         "void main() {                                  \n"
-        "    gl_FragColor = vec4(texture2D(texture, sampleCoord).rgb, 1.0); \n"
+        "    gl_FragColor = vec4(texture2D(texture, sampleCoord).rgb * color.a, 1.0); \n"
         "}";
 }