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authorBernd Weimer <bweimer@blackberry.com>2013-10-15 16:28:02 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-10-17 17:39:08 +0200
commit436b8397ca23a85cf15884655895901f4537a467 (patch)
tree46bc29cae8bc9f709ff6b9d2ac6d58f6039a7b00 /examples/quick
parent799e2bb8ba300d5e9c3174299a9e5383469a9eb2 (diff)
Increased precision in shader example
On BB10 the shader effect displayed as a black rectangle. Change-Id: I9cd12e66875c07cc7ecfa2aec6d7e5912926511e Reviewed-by: Alan Alpert <aalpert@blackberry.com> Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
Diffstat (limited to 'examples/quick')
-rw-r--r--examples/quick/shadereffects/shadereffects.qml4
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/quick/shadereffects/shadereffects.qml b/examples/quick/shadereffects/shadereffects.qml
index a8f0469b44..f5cc51f11f 100644
--- a/examples/quick/shadereffects/shadereffects.qml
+++ b/examples/quick/shadereffects/shadereffects.qml
@@ -223,8 +223,8 @@ Rectangle {
lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y));
lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y));
lowp vec4 br = texture2D(source, qt_TexCoord0 + delta);
- lowp vec4 gx = (tl + bl) - (tr + br);
- lowp vec4 gy = (tl + tr) - (bl + br);
+ mediump vec4 gx = (tl + bl) - (tr + br);
+ mediump vec4 gy = (tl + tr) - (bl + br);
gl_FragColor.xyz = vec3(0.);
gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity;
}"