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authorLaszlo Agocs <laszlo.agocs@qt.io>2021-05-03 11:58:17 +0200
committerQt Cherry-pick Bot <cherrypick_bot@qt-project.org>2021-05-03 20:58:40 +0000
commit5a3ac0157c4b11d09bcbce3c59c3134ac119dd8c (patch)
treeaf76590f9525ccba53b39ee31099eafc125921af /tests
parent0291b37529436b92bd4b7159d2d9447764617d05 (diff)
ShaderEffect docs: Clarify vertex output/input naming requirements
To be complemented by an rhi change that adds verification for this and prints a warning with mismatching names. The common use case with ShaderEffect is to provide a fragment shader only, while using the default, built-in vertex shader. In this case one must be aware of how to correctly declare the texture coordinates input, and this was not very clear in the docs. In short, we need to advise that the fragment shader input must be declared as qt_TexCoord0 at location 0 in order to be portable. Just having a matching location number but a different name is not sufficient. (because with old GLSL versions the location qualifier will not be there at all and matching is name based) Task-number: QTBUG-92500 Task-number: QTBUG-93370 Change-Id: I975557e9a754db8e7c69b86531a2d873f059c7ce Reviewed-by: Christian Strømme <christian.stromme@qt.io> (cherry picked from commit 40959164bbc0e7144b3ba3e426296d0de61d60f5) Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
Diffstat (limited to 'tests')
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