cogl-shader-boilerplate: Specify default precision earlier

In 9ff04e8a99 the builtin uniforms were moved to the common shader
boilerplate. However the common boilerplate is positioned before the
default precision specifier on GLES2 so it would fail to compile
because the uniforms end up with no precision in the fragment
shader. This patch just moves the precision specifier to above the
common boilerplate.
This commit is contained in:
Neil Roberts 2011-03-08 12:53:41 +00:00
parent d4a5d70ee0
commit 9b7f362ea4

View File

@ -106,10 +106,10 @@
"attribute vec3 cogl_normal_in;\n" "attribute vec3 cogl_normal_in;\n"
#define _COGL_FRAGMENT_SHADER_BOILERPLATE \ #define _COGL_FRAGMENT_SHADER_BOILERPLATE \
_COGL_COMMON_SHADER_BOILERPLATE \
"#if __VERSION__ == 100\n" \ "#if __VERSION__ == 100\n" \
"precision highp float;\n" \ "precision highp float;\n" \
"#endif\n" \ "#endif\n" \
_COGL_COMMON_SHADER_BOILERPLATE \
"\n" \ "\n" \
"varying vec4 _cogl_color;\n" \ "varying vec4 _cogl_color;\n" \
"\n" \ "\n" \