From dc980454fcf70ada110a0b73ac957a732fef0e99 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Mon, 30 Jun 2014 01:12:39 +0200 Subject: [PATCH] TextureTools: fix shader compilation. Amazingly enough this worked until now. Maybe more strict NVidia GLSL compiler? --- src/Magnum/TextureTools/DistanceFieldShader.frag | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Magnum/TextureTools/DistanceFieldShader.frag b/src/Magnum/TextureTools/DistanceFieldShader.frag index e74560091..b82c6d94b 100644 --- a/src/Magnum/TextureTools/DistanceFieldShader.frag +++ b/src/Magnum/TextureTools/DistanceFieldShader.frag @@ -64,7 +64,7 @@ out lowp float value; #ifdef TEXELFETCH_USABLE mediump ivec2 rotate(const mediump ivec2 vec) { - return mediump ivec2(-vec.y, vec.x); + return ivec2(-vec.y, vec.x); } bool hasValue(const mediump ivec2 position, const mediump ivec2 offset) { @@ -72,7 +72,7 @@ bool hasValue(const mediump ivec2 position, const mediump ivec2 offset) { } #else mediump vec2 rotate(const mediump vec2 vec) { - return mediump vec2(-vec.y, vec.x); + return vec2(-vec.y, vec.x); } bool hasValue(const mediump vec2 position, const mediump vec2 offset) {