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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 12:49:05 +0000
commitf31cedd27537c11fe4196a51bbe197e41b564384 (patch)
treeb0e9fe26b43fec1817dfb1d8fe4dce1d2e6b9da3 /examples/quick/scenegraph/custommaterial/shaders/mandelbrot.vert.qsb
parente59957d2c46bb52ab5fefeb91ace7e192558373a (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.vert.qsb')
-rw-r--r--examples/quick/scenegraph/custommaterial/shaders/mandelbrot.vert.qsbbin1643 -> 1547 bytes
1 files changed, 0 insertions, 0 deletions
diff --git a/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.vert.qsb b/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.vert.qsb
index 445b986ebd..ba2904d1c9 100644
--- a/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.vert.qsb
+++ b/examples/quick/scenegraph/custommaterial/shaders/mandelbrot.vert.qsb
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