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authorEdward Welbourne <edward.welbourne@qt.io>2017-01-12 18:02:45 +0100
committerEdward Welbourne <edward.welbourne@qt.io>2020-09-08 14:48:31 +0200
commit105168773ddba593aef6e53d5de9e45428309532 (patch)
tree7ac4b6ca90069644f74e4525f9c27a5e30541924 /examples/multimedia/video/qmlvideofx/shaders/ripple.fsh
parent6cfab288f70fb6d3dcd4f1d5c5e7da71d05c1736 (diff)
Be (somewhat more) consistent about the value of pi
Use qmath.h's value for M_PI in shaders (where we can't use M_PI itself), instead of a different hand-rolled value in each. Task-number: QTBUG-58083 Change-Id: I8d3acf0e6f46e2a8cae78c83c122e2b90db31f7c Reviewed-by: Paul Wicking <paul.wicking@qt.io>
Diffstat (limited to 'examples/multimedia/video/qmlvideofx/shaders/ripple.fsh')
-rw-r--r--examples/multimedia/video/qmlvideofx/shaders/ripple.fsh2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/multimedia/video/qmlvideofx/shaders/ripple.fsh b/examples/multimedia/video/qmlvideofx/shaders/ripple.fsh
index e48b7232f..aba47461f 100644
--- a/examples/multimedia/video/qmlvideofx/shaders/ripple.fsh
+++ b/examples/multimedia/video/qmlvideofx/shaders/ripple.fsh
@@ -59,7 +59,7 @@ uniform sampler2D source;
uniform lowp float qt_Opacity;
varying vec2 qt_TexCoord0;
-const float PI = 3.1415926535;
+const float PI = 3.14159265358979323846;
const int ITER = 7;
const float RATE = 0.1;
uniform float amplitude;