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* Add precision for sampler2DShadow in ES3 shaderLaszlo Agocs2015-04-221-1/+1
| | | | | | | | | As per GLSL ES 3.0 spec there is no default precision for this type, similarly to float. Therefore some drivers (f.ex. newer Mali ones) reject the shader without specifying the precision. Change-Id: Ib5e9a2d47924da84d6a74dde0b9e894fc4b580e4 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Remove copyright headers from the ES3-specific shadow map shadersLaszlo Agocs2015-03-131-36/+0
| | | | | | | | | | | | | | | | Not having the headers is fine since the built-in shaders do not have them either, neither in Quick nor in Qt3D. The main issue with ES is that in ESSL3 the spec states that the version directive is only allowed in the first line and no comments are allowed before. This is not true for standard GLSL where the spec states the comments and whitespace are allowed before. Mesa does not seem to enforce this, but we have already found at least one GL ES 3.0 implementation which does. Change-Id: I6ac3f949eeb44a005f69cc03f7d6f6eb5b577f2e Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Move the examples under a qt3d subdirLaszlo Agocs2015-03-041-0/+95
Modules cannot have their examples in the top-level examples directory because in the pre-built packages all modules' examples are merged together. Change-Id: I80fdbb8f1ec6f3d8fd793e4d856e705000237127 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>