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author | Samuel Rødal <sroedal@trolltech.com> | 2009-08-26 08:54:33 (GMT) |
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committer | Samuel Rødal <sroedal@trolltech.com> | 2009-08-26 11:44:42 (GMT) |
commit | de3939532af08c37e709d1bae8cf50a57d6f63be (patch) | |
tree | 9cb6e27b36249f870838620d234e82aadc77192d /src/opengl/gl2paintengineex | |
parent | 5a22a926f8f10597a431036533550f05fdf52d85 (diff) | |
download | Qt-de3939532af08c37e709d1bae8cf50a57d6f63be.zip Qt-de3939532af08c37e709d1bae8cf50a57d6f63be.tar.gz Qt-de3939532af08c37e709d1bae8cf50a57d6f63be.tar.bz2 |
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 'src/opengl/gl2paintengineex')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager_p.h | 2 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h index d5241a8..ace6b63 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h @@ -209,7 +209,7 @@ (QGLCustomShaderStage). The shader will implement a pre-defined method name which Qt's fragment pipeline will call: - lowp vec4 customShader(sampler2d src, vec2 srcCoords) + lowp vec4 customShader(lowp sampler2d imageTexture, highp vec2 textureCoords) The provided src and srcCoords parameters can be used to sample from the source image. diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index cf930f3..a8e2e72 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -293,7 +293,7 @@ static const char* const qglslImageSrcFragmentShader = "\ static const char* const qglslCustomSrcFragmentShader = "\ varying highp vec2 textureCoords; \ uniform sampler2D imageTexture; \ - lowp vec4 customShader(sampler2D texture, vec2 coords); \ + lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \ lowp vec4 srcPixel() { \ return customShader(imageTexture, textureCoords); \ }"; |