Avoid implicit float casts in GLSL and bail out of size == 0 properly
Change-Id: I72a742697089d88c64fc05d23d3009cdcfdb480b
Reviewed-by: Martin Jones <martin.jones@nokia.com>
" else if (entry == 2.)\n"
" currentSize = currentSize * fadeIn * fadeOut;\n"
"\n"
- " if (currentSize <= 0)//Sizes too small look jittery as they move\n"
- " currentSize = 0;\n"
- " else if (currentSize < 3)\n"
- " currentSize = 3;\n"
+ " if (currentSize <= 0.){\n"
+ "#ifdef DEFORM //Not point sprites\n"
+ " gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0., 1.);\n"
+ "#else\n"
+ " gl_PointSize = 0.;\n"
+ "#endif\n"
+ " return;\n"
+ " }\n"
+ " if (currentSize < 3.)//Sizes too small look jittery as they move\n"
+ " currentSize = 3.;\n"
"\n"
" highp vec2 pos;\n"
"#ifdef DEFORM\n"