attribute highp vec4 v;
uniform highp mat4 matrix;
uniform highp mat4 rotation;

// w -> apply 3d rotation and projection
uniform lowp vec4 tweak;

varying mediump vec2 pos;

void main()
{
    vec4 p = matrix * v;

    if (tweak.w > 0.0) {
        vec4 proj = rotation * p;
        gl_Position = vec4(proj.x, proj.y, 0, proj.z);
    } else {
        gl_Position = p;
    }

    pos = v.xy * 1.37;
}

attribute highp vec4 v;
uniform highp mat4 matrix;
uniform highp mat4 rotation;

// w -> apply 3d rotation and projection
uniform mediump vec4 tweak;

varying mediump vec2 pos;

void main()
{
    vec4 p = matrix * v;

    if (tweak.w > 0.0) {
        vec4 proj = rotation * p;
        gl_Position = vec4(proj.x, proj.y, 0, proj.z);
    } else {
        gl_Position = p;
    }

    pos = v.xy * 1.37;
}

Use the correct precision specifier in visualizer GLSL.
Use the correct precision specifier in visualizer GLSL.

Task-number: QTBUG-39119
Change-Id: I0ec4909167f5694ce4229df8202c89742be21d0a
Reviewed-by: Laszlo Agocs <00c05606d635b5d8e1450a8536e4e2809abe4e80@digia.com>
Reviewed-by: Andrew Knight <ccebd4d9fbda4a2105d17b207d80666fa00da2e1@digia.com>
