-Specify mediump precision on all GLSL shader code. It seems to be needed on some systems, like GL/ES.

This commit is contained in:
Person 2025-02-23 01:20:17 -07:00
parent abbd9089ac
commit ba80844f15

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@ -5,32 +5,32 @@
#ifdef USE_GLSL
static const char* vertexShaderSource =
"attribute vec4 posattr;\n"
"uniform mat4 matrix;\n"
"uniform float ps;\n"
"attribute mediump vec4 posattr;\n"
"uniform mediump mat4 matrix;\n"
"uniform mediump float ps;\n"
"void main() {\n"
" gl_Position = matrix * posattr;\n"
" gl_PointSize = ps;\n"
"}\n";
static const char* fragmentShaderSource =
"uniform vec4 mycolor;\n"
"uniform mediump vec4 mycolor;\n"
"void main() {\n"
" gl_FragColor = mycolor;\n"
"}\n";
static const char* quadVertexShaderSource =
"attribute vec4 posattr;\n"
"uniform mat4 matrix;\n"
"varying vec4 texcoord;\n"
"attribute mediump vec4 posattr;\n"
"uniform mediump mat4 matrix;\n"
"varying mediump vec4 texcoord;\n"
"void main() {\n"
" gl_Position = matrix * posattr;\n"
" texcoord = posattr;\n"
"}\n";
static const char* quadFragmentShaderSource =
"uniform sampler2D quadtex;\n"
"varying vec4 texcoord;\n"
"uniform mediump sampler2D quadtex;\n"
"varying mediump vec4 texcoord;\n"
"void main() {\n"
" gl_FragColor = texture2D(quadtex, texcoord.st);\n"
"}\n";