backends/drm: use the correct uniform type
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@ -155,7 +155,7 @@ bool EglGbmLayerSurface::endRendering(const QRegion &damagedRegion)
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if (m_surface->iccShader) {
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m_surface->iccShader->setUniforms(m_surface->iccProfile, m_surface->intermediaryColorDescription.sdrBrightness(), m_surface->channelFactors);
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} else {
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QMatrix3x3 ctm;
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QMatrix4x4 ctm;
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ctm(0, 0) = m_surface->channelFactors.x();
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ctm(1, 1) = m_surface->channelFactors.y();
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ctm(2, 2) = m_surface->channelFactors.z();
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