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author | Thomas Senyk <thomas.senyk@pelagicore.com> | 2012-07-19 13:38:02 +0200 |
---|---|---|
committer | Qt by Nokia <qt-info@nokia.com> | 2012-07-24 19:16:47 +0200 |
commit | b355aacb6e5c4f9b7ebb317125409ea0959d11d6 (patch) | |
tree | 683297422322e4c2394eadd570a24e14a0a3445d | |
parent | c20463631ddbb4513bec100c22c74b8a919156a1 (diff) |
Adding mediump precision qualifier in distance-field fragment shader
sampler2D texture had no precision qualifier.
This was intepreted as lowp on trim slice, leading to a
glsl-compile-error because of mismatching types.
Change-Id: I0a6726f6cde15c7d81f891ec75caed702f273021
Reviewed-by: Samuel Rødal <samuel.rodal@nokia.com>
-rw-r--r-- | src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp index 1b12402b5e..dce520f579 100644 --- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp +++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp @@ -88,7 +88,7 @@ const char *QSGDistanceFieldTextMaterialShader::vertexShader() const { const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const { return "varying highp vec2 sampleCoord; \n" - "uniform sampler2D texture; \n" + "uniform mediump sampler2D texture; \n" "uniform lowp vec4 color; \n" "uniform mediump float alphaMin; \n" "uniform mediump float alphaMax; \n" |