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authorSamuel Rødal <sroedal@trolltech.com>2009-08-26 08:54:33 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-08-26 11:44:42 (GMT)
commitde3939532af08c37e709d1bae8cf50a57d6f63be (patch)
tree9cb6e27b36249f870838620d234e82aadc77192d /examples
parent5a22a926f8f10597a431036533550f05fdf52d85 (diff)
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Added missing precision specifiers to custom shader effect.
The precision specifiers need to be there on OpenGL ES 2.0. Reviewed-by: Tom
Diffstat (limited to 'examples')
-rw-r--r--examples/effects/customshader/customshadereffect.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/effects/customshader/customshadereffect.cpp b/examples/effects/customshader/customshadereffect.cpp
index 08e4324..69fdb15 100644
--- a/examples/effects/customshader/customshadereffect.cpp
+++ b/examples/effects/customshader/customshadereffect.cpp
@@ -44,7 +44,7 @@
static char const colorizeShaderCode[] =
"uniform lowp vec4 effectColor;\n"
- "mediump vec4 customShader(sampler2D imageTexture, vec2 textureCoords) {\n"
+ "mediump vec4 customShader(lowp sampler2D imageTexture, highp vec2 textureCoords) {\n"
" vec4 src = texture2D(imageTexture, textureCoords);\n"
" float gray = dot(src.rgb, vec3(0.212671, 0.715160, 0.072169));\n"
" vec4 colorize = 1.0-((1.0-gray)*(1.0-effectColor));\n"