backends/drm: use the correct uniform type

This commit is contained in:
Xaver Hugl 2024-01-30 16:19:08 +01:00
parent 6db05aaef1
commit a649be64db

View file

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