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authorTomi Korpipää <tomi.korpipaa@theqtcompany.com>2015-10-27 09:52:27 +0200
committerTomi Korpipää <tomi.korpipaa@theqtcompany.com>2015-10-27 09:12:09 +0000
commit66dd11ebeeb3452f6e41f25ccb16e0125d93f324 (patch)
tree38f7c7952540c323e77f59e737e35dad48db360c
parent31f9c57bc50ae053cfaf039a1dfdb128e2494458 (diff)
OpenGL warning fix
Change-Id: I296a28c2dd105fdd7df6c9fe1ccf30186541e64d Reviewed-by: Mika Salmela <mika.salmela@theqtcompany.com>
-rw-r--r--src/datavisualization/engine/shaders/texture3dslice.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/datavisualization/engine/shaders/texture3dslice.frag b/src/datavisualization/engine/shaders/texture3dslice.frag
index c555af98..63abf9ec 100644
--- a/src/datavisualization/engine/shaders/texture3dslice.frag
+++ b/src/datavisualization/engine/shaders/texture3dslice.frag
@@ -20,7 +20,7 @@ void main() {
// Find out where ray intersects the slice planes
vec3 normRayDir = normalize(rayDir);
highp vec3 rayStart = pos;
- highp float minT = 2.0f;
+ highp float minT = 2.0;
if (normRayDir.x != 0.0 && normRayDir.y != 0.0 && normRayDir.z != 0.0) {
highp vec3 boxBounds = vec3(1.0, 1.0, 1.0);
highp vec3 invRayDir = 1.0 / normRayDir;