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Merge pull request #215 from theridane/master
Fix: added missing default precision directives in fragment shaders
This commit is contained in:
commit
6912d74d71
@ -312,6 +312,7 @@ Item{
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blending: false
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blending: false
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fragmentShader:
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fragmentShader:
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"precision highp float;" +
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"uniform lowp float qt_Opacity;" +
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"uniform lowp float qt_Opacity;" +
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"uniform lowp sampler2D txt_source;" +
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"uniform lowp sampler2D txt_source;" +
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@ -151,6 +151,8 @@ ShaderEffect {
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}"
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}"
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fragmentShader: "
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fragmentShader: "
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precision highp float;
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uniform sampler2D source;
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uniform sampler2D source;
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uniform highp float qt_Opacity;
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uniform highp float qt_Opacity;
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uniform highp float time;
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uniform highp float time;
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@ -120,6 +120,8 @@ Item{
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blending: true
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blending: true
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fragmentShader: "
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fragmentShader: "
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precision highp float;
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uniform highp sampler2D normals;
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uniform highp sampler2D normals;
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uniform highp sampler2D source;
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uniform highp sampler2D source;
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uniform lowp float screenCurvature;
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uniform lowp float screenCurvature;
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@ -181,6 +183,8 @@ Item{
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blending: true
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blending: true
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fragmentShader: "
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fragmentShader: "
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precision highp float;
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uniform sampler2D lightMask;
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uniform sampler2D lightMask;
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uniform sampler2D reflectionSource;
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uniform sampler2D reflectionSource;
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uniform lowp float diffuseComponent;
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uniform lowp float diffuseComponent;
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