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authorThomas Senyk <thomas.senyk@pelagicore.com>2012-07-19 13:38:02 +0200
committerQt by Nokia <qt-info@nokia.com>2012-07-24 19:16:47 +0200
commitb355aacb6e5c4f9b7ebb317125409ea0959d11d6 (patch)
tree683297422322e4c2394eadd570a24e14a0a3445d
parentc20463631ddbb4513bec100c22c74b8a919156a1 (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.cpp2
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"