From 543454fb34c3cf9effc194c3a0fb1145ac25ed11 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Wed, 22 Apr 2015 15:34:26 +0200 Subject: Add precision for sampler2DShadow in ES3 shader 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 --- examples/qt3d/shadow-map-qml/shaders/es3/ads.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'examples/qt3d/shadow-map-qml/shaders') diff --git a/examples/qt3d/shadow-map-qml/shaders/es3/ads.frag b/examples/qt3d/shadow-map-qml/shaders/es3/ads.frag index 2074f0274..8a59268ac 100644 --- a/examples/qt3d/shadow-map-qml/shaders/es3/ads.frag +++ b/examples/qt3d/shadow-map-qml/shaders/es3/ads.frag @@ -12,7 +12,7 @@ uniform vec3 kd; // Diffuse reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor -uniform sampler2DShadow shadowMapTexture; +uniform highp sampler2DShadow shadowMapTexture; in vec4 positionInLightSpace; -- cgit v1.2.3