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authorLaszlo Agocs <laszlo.agocs@qt.io>2021-02-18 19:21:28 +0100
committerQt Cherry-pick Bot <cherrypick_bot@qt-project.org>2021-02-19 15:33:31 +0000
commitd16d0c4bbf0667533b0f0748e9eb93f1ac2e973c (patch)
treed6e08e57721856e8ca19f43ad3392ba349a7419d /examples/quick/scenegraph/custommaterial/shaders/mandelbrot.frag.qsb
parentf839f2f3d6bcdc1a9b87a35b8f308ec5bc6c583d (diff)
Fix custommaterial example with OpenGL
The member names in the "uniform block" (which is in practice mapped to a struct uniform with GLSL) must match between the vertex and fragment shaders, even if the member is not used in one of the shaders. This is because OpenGL/GLSL's interface matching rules, which would cause the shader program fail to link due to a mismatch in the structs in the two shaders. Change-Id: I9a928b4b20fdff14530c16a93a52967ce6c328a3 Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io> (cherry picked from commit 21d9cd844e5c572b03b73400c110adc6fc78ae75) Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
Diffstat (limited to 'examples/quick/scenegraph/custommaterial/shaders/mandelbrot.frag.qsb')
-rw-r--r--examples/quick/scenegraph/custommaterial/shaders/mandelbrot.frag.qsbbin2605 -> 2538 bytes
1 files changed, 0 insertions, 0 deletions
diff --git a/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.frag.qsb b/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.frag.qsb
index dce5a9d934..550c0377ae 100644
--- a/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.frag.qsb
+++ b/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.frag.qsb
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