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-rw-r--r--src/gui/util/qshadernodesloader.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/gui/util/qshadernodesloader.cpp b/src/gui/util/qshadernodesloader.cpp
index af565c906d..922479332c 100644
--- a/src/gui/util/qshadernodesloader.cpp
+++ b/src/gui/util/qshadernodesloader.cpp
@@ -251,6 +251,17 @@ void QShaderNodesLoader::load(const QJsonObject &prototypesObject)
break;
}
+ // We default out to a Fragment ShaderType if nothing is specified
+ // as that was the initial behavior we introduced
+ const QString shaderType = formatObject.value(QStringLiteral("shaderType")).toString();
+ format.setShaderType(shaderType == QStringLiteral("Fragment") ? QShaderFormat::Fragment
+ : shaderType == QStringLiteral("Vertex") ? QShaderFormat::Vertex
+ : shaderType == QStringLiteral("TessellationControl") ? QShaderFormat::TessellationControl
+ : shaderType == QStringLiteral("TessellationEvaluation") ? QShaderFormat::TessellationEvaluation
+ : shaderType == QStringLiteral("Geometry") ? QShaderFormat::Geometry
+ : shaderType == QStringLiteral("Compute") ? QShaderFormat::Compute
+ : QShaderFormat::Fragment);
+
const QByteArray substitution = substitutionValue.toString().toUtf8();
const QJsonValue snippetsValue = ruleObject.value(QStringLiteral("headerSnippets"));