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author | Kristian Høgsberg <krh@bitplanet.net> | 2011-01-27 14:21:28 (GMT) |
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committer | Jørgen Lind <jorgen.lind@nokia.com> | 2011-01-27 14:32:17 (GMT) |
commit | dbb0f9bfbe98dfd789948ed65fe906b3c2b757f7 (patch) | |
tree | 171b2b3f133c519f46f6495125c08ac023f3ab2c | |
parent | a98c8058e76e8e0418e16a0cbc4b700e81cdcd3d (diff) | |
download | Qt-dbb0f9bfbe98dfd789948ed65fe906b3c2b757f7.zip Qt-dbb0f9bfbe98dfd789948ed65fe906b3c2b757f7.tar.gz Qt-dbb0f9bfbe98dfd789948ed65fe906b3c2b757f7.tar.bz2 |
Precision specifiers are not allowed for shader variables
Reviewed-by: sroedal
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 1aacc96..fc8b9ef 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -148,7 +148,7 @@ static const char* const qglslAffinePositionWithPatternBrushVertexShader = qglslPositionWithPatternBrushVertexShader; static const char* const qglslPatternBrushSrcFragmentShader = "\n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ uniform lowp vec4 patternColor; \n\ varying highp vec2 patternTexCoords;\n\ lowp vec4 srcPixel() \n\ @@ -183,7 +183,7 @@ static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader = qglslPositionWithLinearGradientBrushVertexShader; static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ varying mediump float index; \n\ lowp vec4 srcPixel() \n\ { \n\ @@ -218,7 +218,7 @@ static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ #define INVERSE_2PI 0.1591549430918953358 \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ uniform mediump float angle; \n\ varying highp vec2 A; \n\ lowp vec4 srcPixel() \n\ @@ -260,7 +260,7 @@ static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader = qglslPositionWithRadialGradientBrushVertexShader; static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ uniform highp float fmp2_m_radius2; \n\ uniform highp float inverse_2_fmp2_m_radius2; \n\ varying highp float b; \n\ @@ -304,14 +304,14 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader // TODO: Special case POT textures which don't need this emulation static const char* const qglslTextureBrushSrcFragmentShader = "\n\ varying highp vec2 brushTextureCoords; \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ lowp vec4 srcPixel() { \n\ return texture2D(brushTexture, fract(brushTextureCoords)); \n\ }\n"; #else static const char* const qglslTextureBrushSrcFragmentShader = "\n\ varying highp vec2 brushTextureCoords; \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return texture2D(brushTexture, brushTextureCoords); \n\ @@ -321,7 +321,7 @@ static const char* const qglslTextureBrushSrcFragmentShader = "\n\ static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\ varying highp vec2 brushTextureCoords; \n\ uniform lowp vec4 patternColor; \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\ @@ -337,7 +337,7 @@ static const char* const qglslSolidBrushSrcFragmentShader = "\n\ static const char* const qglslImageSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n" "return texture2D(imageTexture, textureCoords); \n" @@ -345,7 +345,7 @@ static const char* const qglslImageSrcFragmentShader = "\n\ static const char* const qglslCustomSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return customShader(imageTexture, textureCoords); \n\ @@ -354,7 +354,7 @@ static const char* const qglslCustomSrcFragmentShader = "\n\ static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ uniform lowp vec4 patternColor; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\ @@ -362,7 +362,7 @@ static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\ @@ -454,7 +454,7 @@ static const char* const qglslMainFragmentShader = "\n\ static const char* const qglslMaskFragmentShader = "\n\ varying highp vec2 textureCoords;\n\ - uniform lowp sampler2D maskTexture;\n\ + uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ {\n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ @@ -478,7 +478,7 @@ static const char* const qglslMaskFragmentShader = "\n\ static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\ varying highp vec2 textureCoords;\n\ - uniform lowp sampler2D maskTexture;\n\ + uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ { \n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ @@ -487,7 +487,7 @@ static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\ static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\ varying highp vec2 textureCoords;\n\ - uniform lowp sampler2D maskTexture;\n\ + uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ { \n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |