Commit Graph

4 Commits

Author SHA1 Message Date
Even Oscar Andersen 547de2d4e5 wasm: CustomMaterial: Change shader program so that it is accepted by WebGL
There are issues with for loops in GLSL, see for instance:
https://learnwebgl.brown37.net/12_shader_language/glsl_control_structures.html
The solution is to rewrite the shader so that it also works on WebGL.

Fixes: QTBUG-123593
Change-Id: Ia9fd4d9ef3f1b99a29d4bbabae20ad779fe4fbba
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
2024-04-18 11:39:16 +02:00
Eskil Abrahamsen Blomfeldt 85e65e101b Add license headers to shader source
Pick-to: 5.15 6.2 6.5 6.6
Change-Id: I007eaddf0a3a9e7e6242d4e02b487fa0806c96a7
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2023-10-30 10:30:37 +02:00
Laszlo Agocs 21d9cd844e Fix custommaterial example with OpenGL
The member names in the "uniform block" (which is in practice
mapped to a struct uniform with GLSL) must match between the
vertex and fragment shaders, even if the member is not used in
one of the shaders. This is because OpenGL/GLSL's interface
matching rules, which would cause the shader program fail to
link due to a mismatch in the structs in the two shaders.

Pick-to: 6.1 6.0
Change-Id: I9a928b4b20fdff14530c16a93a52967ce6c328a3
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
2021-02-19 10:17:08 +01:00
Paul Olav Tvete 2be6c85b80 New custom material example
Fixes: QTBUG-78577
Change-Id: I280ffeda4bba1a9c170feb1ffa4b6c95eb0e6d28
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2020-06-24 19:48:45 +02:00