I replied myself: the problem was with this syntax in my fragment shader code:
vec2(-0.75f, -0.5f) it's legal inside the emulator but *not on real device*. Of course, all it takes to make it work is using float() constructor: vec2(float(-0.75), float(-0.5)) Hope it could help someone else. On Thu, Apr 10, 2014 at 12:05 PM, Luca Donaggio <donag...@gmail.com> wrote: > Hi, > > Is ShaderEffect QML element supposed to work on device (I'm on 1.0.4.20)? > > I'm always getting this error (content of log property): > > QOpenGLShader::compile(Fragment): failed > > *** Problematic Fragment shader source code *** > > [W] QOpenGLShaderPrivate::compile:326 - #ifndef GL_FRAGMENT_PRECISION_HIGH > > #define highp mediump > > #endif > > > [... my shader code ...] > > > *** > > QQuickCustomMaterialShader: Shader compilation failed: > > [W] QQuickCustomMaterialShader::compile:285 - "failed" > > *** Fragment shader *** > > failed > > > > It works just fine on emulator though. > > Are there some (known) differencies from the GLSL code "understood" by the > emulator and a real device? > > Thanks, > > -- > Luca Donaggio > -- Luca Donaggio
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