I don’t know much about why this warning is emitted, but it happens when the (in this case, default) GLSL shader (and in this case, I assume it’s a fragment shader) is compiled. We’re getting well out of my area of competence, but I think that there’s probably an issue with ANGLE regarding how the GLSL shader is converted to HLSL, which causes an assignment (most likely of a uniform) to a different type, causing an implicit truncation.
Build your Qt with desktop openGL configuration instead of ANGLE, and you should see this go away.
Cheers,
Chris.
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