Created attachment 37421 [details] [review]
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).
Author: Ian Romanick <firstname.lastname@example.org>
Date: Wed Sep 8 17:22:16 2010 -0700
Define default precision in es2gears fragment shader
This is required by GLSL ES.
This is not yet fixed with commit 231bc96e02d3be029d2a47eb9b30ea47d679bfc3.
I'm getting the following when trying at Pandaboard (using SGX drivers):
EGL_VERSION = 1.4 build 220.127.116.1158
vertex shader info: Success.
fragment shader info: Compile failed.
ERROR: 0:1: 'vec4' : No precision defined for this type
ERROR: 1 compilation errors. No code generated.
info: Link Error: Fragment shader was not successfully compiled.
Created attachment 42938 [details] [review]
Properly defining default precision in es2gears fragment shader
This patch is basically the same one as Alexandros posted initially at this bug. Also removing "#ifdef GL_ES" as this demo is already only related with GLES.
Patch committed. Thanks.