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authorMarko Niemelä <marko.a.niemela@nokia.com>2012-03-14 16:24:48 +0200
committerQt by Nokia <qt-info@nokia.com>2012-03-16 13:35:29 +0100
commit524c5c95512dd55c21cae5f6676db52b5e331efd (patch)
treee9a7e7b69244f111dbd829b2acbd517eeb12648d /src/effects/RecursiveBlur.qml
parentc0018cc07cbad45e62bac8c8fab6a6469b86f902 (diff)
downloadqtgraphicaleffects-524c5c95512dd55c21cae5f6676db52b5e331efd.tar.gz
Added precision to all uniforms which did not have it.
If precision qualifier is missing, shader compilation may fail on some GPU:s. Change-Id: I8bad4855203ba9f0b233a877b1a012c608801bd6 Reviewed-by: Kim Gronholm <kim.1.gronholm@nokia.com>
Diffstat (limited to 'src/effects/RecursiveBlur.qml')
-rw-r--r--src/effects/RecursiveBlur.qml2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/effects/RecursiveBlur.qml b/src/effects/RecursiveBlur.qml
index e50cd0b..52a01b2 100644
--- a/src/effects/RecursiveBlur.qml
+++ b/src/effects/RecursiveBlur.qml
@@ -125,7 +125,7 @@ Item {
fragmentShader: "
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
- uniform sampler2D source;
+ uniform lowp sampler2D source;
void main() {
gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
}