use a vec2 instead of two reals
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df1b259802
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5494d40134
@ -190,13 +190,13 @@ Item {
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"varying highp vec2 qt_TexCoord0;" +
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"void main() {" +
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"highp float wave_x = qt_TexCoord0.x - dx*0.0025" +
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"highp vec2 wave = vec2(qt_TexCoord0.x - dx*0.0025" +
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" * (1.0/(1.0+abs(qt_TexCoord0.x-(startX))))" +
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" * (1.0/(1.0+abs(qt_TexCoord0.y-(startY))));" +
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"highp float wave_y = qt_TexCoord0.y - dy*0.0025" +
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" * (1.0/(1.0+abs(qt_TexCoord0.y-(startY))))," +
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" qt_TexCoord0.y - dy*0.0025" +
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" * 1.0/(1.0+abs(qt_TexCoord0.x-(startX)))" +
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" * 1.0/(1.0+abs(qt_TexCoord0.y-(startY)));" +
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"gl_FragColor = texture2D(source, vec2(wave_x, wave_y));" +
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" * 1.0/(1.0+abs(qt_TexCoord0.y-(startY))));" +
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"gl_FragColor = texture2D(source, wave);" +
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"}"
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}
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//! [fragment]
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