Be explicit about precision specifiers.
authorGunnar Sletta <gunnar.sletta@digia.com>
Tue, 8 Oct 2013 06:54:38 +0000 (08:54 +0200)
committerThe Qt Project <gerrit-noreply@qt-project.org>
Tue, 8 Oct 2013 10:50:13 +0000 (12:50 +0200)
Task-number: QTBUG-33912
Change-Id: I4b6988e7385bcf9167e5f44d0bde7c80fbc1e117
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
src/quick/scenegraph/qsgdefaultglyphnode_p.cpp

index 49ce120..50009d7 100644 (file)
@@ -237,7 +237,7 @@ const char *QSG24BitTextMaskShader::fragmentShader() const {
         "uniform lowp sampler2D texture;                            \n"
         "uniform lowp float color; // just the alpha, really...     \n"
         "void main() {                                              \n"
-        "    vec4 glyph = texture2D(texture, sampleCoord);          \n"
+        "    lowp vec4 glyph = texture2D(texture, sampleCoord);     \n"
         "    gl_FragColor = vec4(glyph.rgb * color, glyph.a);       \n"
         "}";
 }