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author | Tomi Korpipää <tomi.korpipaa@theqtcompany.com> | 2015-10-27 09:52:27 +0200 |
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committer | Tomi Korpipää <tomi.korpipaa@theqtcompany.com> | 2015-10-27 09:12:09 +0000 |
commit | 66dd11ebeeb3452f6e41f25ccb16e0125d93f324 (patch) | |
tree | 38f7c7952540c323e77f59e737e35dad48db360c | |
parent | 31f9c57bc50ae053cfaf039a1dfdb128e2494458 (diff) |
OpenGL warning fix
Change-Id: I296a28c2dd105fdd7df6c9fe1ccf30186541e64d
Reviewed-by: Mika Salmela <mika.salmela@theqtcompany.com>
-rw-r--r-- | src/datavisualization/engine/shaders/texture3dslice.frag | 2 |
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; |