Use the correct precision specifier in visualizer GLSL.
authorGunnar Sletta <gunnar.sletta@jollamobile.com>
Tue, 3 Jun 2014 11:01:49 +0000 (13:01 +0200)
committerThe Qt Project <gerrit-noreply@qt-project.org>
Wed, 4 Jun 2014 16:53:36 +0000 (18:53 +0200)
Task-number: QTBUG-39119
Change-Id: I0ec4909167f5694ce4229df8202c89742be21d0a
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
src/quick/scenegraph/shaders/visualization.vert

index f1892b7..591eb12 100644 (file)
@@ -3,7 +3,7 @@ uniform highp mat4 matrix;
 uniform highp mat4 rotation;
 
 // w -> apply 3d rotation and projection
-uniform lowp vec4 tweak;
+uniform mediump vec4 tweak;
 
 varying mediump vec2 pos;