From 92e2c07adfd75f1f9e5a4a0bc592c9799ba20867 Mon Sep 17 00:00:00 2001 From: Kai Uwe Broulik Date: Sun, 20 Mar 2016 11:33:07 +0100 Subject: [PATCH] [Fading Node] Don't mix opacity separately This breaks icon item fading when its opacity is smaller than 1 as can be observed in the "Leave" dialog. BUG: 355894 REVIEW: 127427 --- src/declarativeimports/core/fadingnode.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/declarativeimports/core/fadingnode.cpp b/src/declarativeimports/core/fadingnode.cpp index 64bf3ec5f..88b731064 100644 --- a/src/declarativeimports/core/fadingnode.cpp +++ b/src/declarativeimports/core/fadingnode.cpp @@ -74,8 +74,7 @@ const char* FadingMaterialShader::fragmentShader() const "void main() {" "lowp vec4 tex1 = texture2D(u_target, v_coord);" "lowp vec4 tex2 = texture2D(u_src, v_coord);" - "gl_FragColor.rgb = mix(tex2.rgb, tex1.rgb, u_transitionProgress);" - "gl_FragColor.a = mix(tex2.a, tex1.a, u_transitionProgress) * qt_Opacity;" + "gl_FragColor = mix(tex2, tex1, u_transitionProgress) * qt_Opacity;" "}"; }