Shadow texcoords are normalized
Set texture width/height to 1.0, so that we see the shadow.
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1 changed files with 4 additions and 0 deletions
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@ -680,6 +680,10 @@ void SceneOpenGL::Window::paintShadow(WindowQuadType type, const QRegion ®ion
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texture->setWrapMode(GL_CLAMP_TO_EDGE);
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texture->setWrapMode(GL_CLAMP_TO_EDGE);
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texture->bind();
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texture->bind();
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prepareStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture);
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prepareStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture);
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if (data.shader) {
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data.shader->setUniform(GLShader::TextureWidth, 1.0f);
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data.shader->setUniform(GLShader::TextureHeight, 1.0f);
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}
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renderQuads(0, region, quads);
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renderQuads(0, region, quads);
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restoreStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture);
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restoreStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture);
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texture->unbind();
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texture->unbind();
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