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authorFriedemann Kleint <Friedemann.Kleint@digia.com>2013-08-29 16:34:46 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-08-30 15:52:39 +0200
commit26015ce5a4f745cfb4de50bff2f5985f5a8eb378 (patch)
tree8d81a8590f362e5193e57d12ce26be903a4145f6
parentb4487b6de85a99ca0466682aae6f1761efc0fe41 (diff)
tst_QQuickItemLayer: Specify precision in shader for ANGLE.
tst_QQuickItemLayer::layerSourceRect() QQuickCustomMaterialShader: Shader compilation failed: ERROR: 0:9: '' : No precision specified for (float). Change-Id: I3ab87c747bed5b8c8cfcf5527ee2a8b2ebd891a2 Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
-rw-r--r--tests/auto/quick/qquickitemlayer/data/SourceRect.qml4
1 files changed, 2 insertions, 2 deletions
diff --git a/tests/auto/quick/qquickitemlayer/data/SourceRect.qml b/tests/auto/quick/qquickitemlayer/data/SourceRect.qml
index a161760028..76ad61bd14 100644
--- a/tests/auto/quick/qquickitemlayer/data/SourceRect.qml
+++ b/tests/auto/quick/qquickitemlayer/data/SourceRect.qml
@@ -22,8 +22,8 @@ Item
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
void main() {
- vec4 c = texture2D(source, qt_TexCoord0);
- if (c.a == 0.)
+ mediump vec4 c = texture2D(source, qt_TexCoord0);
+ if (c.a == 0.0)
c = vec4(0, 0, 1, 1);
gl_FragColor = c * qt_Opacity;
}