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>
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@ -8,7 +8,7 @@ layout(location = 0) out vec2 vTexCoord;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float scale;
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float zoom;
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vec2 center;
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int limit;
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} ubuf;
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