caveat:  I'm pretty new to GLSL

For me:
  vec2(-0.75, -0.5)
is fine.

Note that integers like:
 vec2(-0.75, 1)
fail.

I will be putting the glsl validation and optimiser tool into mer-tools 'soon'.
(Sooner now I know other people are playing with it)

David


On 10/04/14 12:50, Luca Donaggio wrote:
> 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
> <mailto: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
> 
> 
> _______________________________________________
> SailfishOS.org Devel mailing list
> 

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