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author | Laszlo Agocs <laszlo.agocs@qt.io> | 2021-02-18 19:21:28 +0100 |
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committer | Qt Cherry-pick Bot <cherrypick_bot@qt-project.org> | 2021-02-19 15:33:31 +0000 |
commit | d16d0c4bbf0667533b0f0748e9eb93f1ac2e973c (patch) | |
tree | d6e08e57721856e8ca19f43ad3392ba349a7419d /examples/quick/scenegraph/metaltextureimport/squircle.vert | |
parent | f839f2f3d6bcdc1a9b87a35b8f308ec5bc6c583d (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/metaltextureimport/squircle.vert')
0 files changed, 0 insertions, 0 deletions