From 4872a62e4ec77029676b3b943601babdd3a5f072 Mon Sep 17 00:00:00 2001 From: Alexandros Frantzis Date: Wed, 28 Jul 2010 17:11:39 +0300 Subject: [PATCH] Define precision of float variables in the es2gears fragment shader. According to the GLSL ES standard, the precision of variables in the fragment shader should be explicitly defined (although mesa's compiler is not that strict). --- src/egl/opengles2/es2gears.c | 1 + 1 files changed, 1 insertions(+), 0 deletions(-) diff --git a/src/egl/opengles2/es2gears.c b/src/egl/opengles2/es2gears.c index 339613f..37fb6a4 100644 --- a/src/egl/opengles2/es2gears.c +++ b/src/egl/opengles2/es2gears.c @@ -635,6 +635,7 @@ static const char vertex_shader[] = "}"; static const char fragment_shader[] = +"precision mediump float;\n" "varying vec4 Color;\n" "\n" "void main(void)\n" -- 1.7.1