[frameworks/kdeclarative] src/qmlcontrols/graphicaleffects: graphicaleffects: Use "coord" input on lanczos.frag shader
Kai Uwe Broulik <[email protected]>
| Newsgroups | gmane.comp.kde.cvs |
|---|---|
| Message-ID | <[email protected]> |
Git commit 21e8ff76ed8316596a138eaa9853c8890a45e211 by Kai Uwe Broulik.
Committed on 28/07/2026 at 05:54.
Pushed by broulik into branch 'master'.
graphicaleffects: Use "coord" input on lanczos.frag shader
Avoids a warning on the vertex output and fragment input names not matching up:
> Vertex output name 'coord' does not match fragment input 'texcoord'. This should
> be avoided because it causes problems with older GLSL versions.
M +5 -5 src/qmlcontrols/graphicaleffects/lanczos2sharp.frag
https://invent.kde.org/frameworks/kdeclarative/-/commit/21e8ff76ed8316596a138eaa9853c8890a45e211
diff --git a/src/qmlcontrols/graphicaleffects/lanczos2sharp.frag b/src/qmlcontrols/graphicaleffects/lanczos2sharp.frag
index a8e15f9f..986b6f23 100644
--- a/src/qmlcontrols/graphicaleffects/lanczos2sharp.frag
+++ b/src/qmlcontrols/graphicaleffects/lanczos2sharp.frag
@@ -27,7 +27,7 @@
#version 440
-layout(location = 0) in vec2 texcoord;
+layout(location = 0) in vec2 coord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
@@ -77,14 +77,14 @@ void main()
{
// Discard any pixels that are outside the bounds of the texture.
// This prevents artifacts when the texture doesn't have a full-alpha border.
- if (any(lessThan(texcoord, vec2(0.0))) || any(greaterThan(texcoord, vec2(1.0)))) {
+ if (any(lessThan(coord, vec2(0.0))) || any(greaterThan(coord, vec2(1.0)))) {
discard;
}
vec2 dx = vec2(1.0, 0.0);
vec2 dy = vec2(0.0, 1.0);
- vec2 pixelCoord = texcoord * ubuf.targetSize / ubuf.resolution;
+ vec2 pixelCoord = coord * ubuf.targetSize / ubuf.resolution;
vec2 texel = (floor(pixelCoord) + vec2(0.5, 0.5)) * ubuf.resolution / ubuf.targetSize;
vec2 texelCenter = (floor(pixelCoord - vec2(0.5, 0.5)) + vec2(0.5, 0.5));
@@ -112,7 +112,7 @@ void main()
texelCenter = texelCenter * ubuf.resolution / ubuf.targetSize;
// reading the texels
- vec3 color = texture(source, texcoord).xyz;
+ vec3 color = texture(source, coord).xyz;
vec3 c00 = texture(source, texelCenter - dx - dy).xyz;
vec3 c10 = texture(source, texelCenter - dy).xyz;
@@ -160,6 +160,6 @@ void main()
color = mix(aux, color, ubuf.antiRingingStrength);
- float alpha = texture(source, texcoord).a * ubuf.qt_Opacity;
+ float alpha = texture(source, coord).a * ubuf.qt_Opacity;
fragColor = vec4(color, alpha);
}