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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