From b533d818494b6ed77d1c858e18c56d425f5a6197 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Tue, 22 May 2018 17:23:53 +0200 Subject: make the gles 3.1 msaa compositor shaders compile ...with NVIDIA on Android for instance. Task-number: QT3DS-1756 Change-Id: I3f3a4a718b4bebc8b5b8537065ffa6caad5d8bbd Reviewed-by: Christian Stromme Reviewed-by: Andy Nichols --- src/runtime/shaders/compositor_ms2.frag | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/runtime/shaders/compositor_ms2.frag') diff --git a/src/runtime/shaders/compositor_ms2.frag b/src/runtime/shaders/compositor_ms2.frag index 40b50d4..f920a7b 100644 --- a/src/runtime/shaders/compositor_ms2.frag +++ b/src/runtime/shaders/compositor_ms2.frag @@ -1,14 +1,15 @@ #version 310 es +precision highp float; in vec2 texCoord; -uniform sampler2DMS tex; +uniform highp sampler2DMS tex; out vec4 fragColor; void main() { - ivec2 tc = ivec2(floor(textureSize(tex) * texCoord)); + ivec2 tc = ivec2(floor(vec2(textureSize(tex)) * texCoord)); vec4 c = texelFetch(tex, tc, 0) + texelFetch(tex, tc, 1); c /= 2.0; // This discard, while not necessarily ideal for some GPUs, is necessary to -- cgit v1.2.3