From 5c70644070803b665f64c2d3212b55a4a3270765 Mon Sep 17 00:00:00 2001 From: Daniel Stone Date: Sun, 10 Mar 2013 11:29:38 -0700 Subject: [PATCH 4/4] EGL: Specify vec2d precision qualifier in fragment shader GLSL does not specify a default precision qualifier here, so we have to explicitly define it. Use highp, as it gets redefined to mediump by QGLShaderProgram when not available. Signed-off-by: Daniel Stone Signed-off-by: Martin Jansa --- src/plugins/platforms/qwayland-egl/qwaylandglcontext.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/plugins/platforms/qwayland-egl/qwaylandglcontext.cpp b/src/plugins/platforms/qwayland-egl/qwaylandglcontext.cpp index 4d8017d..a0ac6d9 100644 --- a/src/plugins/platforms/qwayland-egl/qwaylandglcontext.cpp +++ b/src/plugins/platforms/qwayland-egl/qwaylandglcontext.cpp @@ -124,7 +124,7 @@ void QWaylandGLContext::swapBuffers(QPlatformSurface *surface) gl_Position = position;\n\ outTexCoords = texCoords.xy;\n\ }"); - m_blitProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, "varying vec2 outTexCoords;\n\ + m_blitProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, "varying highp vec2 outTexCoords;\n\ uniform sampler2D texture;\n\ void main()\n\ {\n\ -- 1.8.2.1