Thanks a lot David!
I'm pretty new to GLSL as well, I reached my conclusion with
trial-and-error (basically commenting out each and every line of code in my
fragment shader until I found the offending one) and I'm sure I tried your
solution at least once, but to no avail.
Oh well, now it works, s
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 wrot
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.
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