switch (shaderType) {
case GLSLFileWizard::VertexShaderES:
- str << QLatin1String("attribute highp vec4 qgl_Vertex;\n")
- << QLatin1String("attribute highp vec4 qgl_TexCoord0;\n")
- << QLatin1String("uniform highp mat4 qgl_ModelViewProjectionMatrix;\n")
- << QLatin1String("varying highp vec4 qTexCoord0;\n")
+ str << QLatin1String("attribute highp vec4 qt_Vertex;\n")
+ << QLatin1String("attribute highp vec4 qt_MultiTexCoord0;\n")
+ << QLatin1String("uniform highp mat4 qt_ModelViewProjectionMatrix;\n")
+ << QLatin1String("varying highp vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
- << QLatin1String(" gl_Position = qgl_ModelViewProjectionMatrix * qgl_Vertex;\n")
- << QLatin1String(" qTexCoord0 = qgl_TexCoord0;\n")
+ << QLatin1String(" gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;\n")
+ << QLatin1String(" qt_TexCoord0 = qt_MultiTexCoord0;\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::FragmentShaderES:
- str << QLatin1String("uniform sampler2D qgl_Texture0;\n")
- << QLatin1String("varying highp vec4 qTexCoord0;\n")
+ str << QLatin1String("uniform sampler2D qt_Texture0;\n")
+ << QLatin1String("varying highp vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
- << QLatin1String(" gl_FragColor = texture2D(qgl_Texture0, qTexCoord0.st);\n")
+ << QLatin1String(" gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::VertexShaderDesktop:
- str << QLatin1String("attribute vec4 qgl_Vertex;\n")
- << QLatin1String("attribute vec4 qgl_TexCoord0;\n")
- << QLatin1String("uniform mat4 qgl_ModelViewProjectionMatrix;\n")
- << QLatin1String("varying vec4 qTexCoord0;\n")
+ str << QLatin1String("attribute vec4 qt_Vertex;\n")
+ << QLatin1String("attribute vec4 qt_MultiTexCoord0;\n")
+ << QLatin1String("uniform mat4 qt_ModelViewProjectionMatrix;\n")
+ << QLatin1String("varying vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
- << QLatin1String(" gl_Position = qgl_ModelViewProjectionMatrix * qgl_Vertex;\n")
- << QLatin1String(" qTexCoord0 = qgl_TexCoord0;\n")
+ << QLatin1String(" gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;\n")
+ << QLatin1String(" qt_TexCoord0 = qt_MultiTexCoord0;\n")
<< QLatin1String("}\n");
break;
case GLSLFileWizard::FragmentShaderDesktop:
- str << QLatin1String("uniform sampler2D qgl_Texture0;\n")
- << QLatin1String("varying vec4 qTexCoord0;\n")
+ str << QLatin1String("uniform sampler2D qt_Texture0;\n")
+ << QLatin1String("varying vec4 qt_TexCoord0;\n")
<< QLatin1String("\n")
<< QLatin1String("void main(void)\n")
<< QLatin1String("{\n")
- << QLatin1String(" gl_FragColor = texture2D(qgl_Texture0, qTexCoord0.st);\n")
+ << QLatin1String(" gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);\n")
<< QLatin1String("}\n");
break;
default: break;