mirror of
https://github.com/brl/mutter.git
synced 2024-12-01 12:20:47 -05:00
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:
parent
d4a5d70ee0
commit
9b7f362ea4
@ -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" \
|
||||||
|
Loading…
Reference in New Issue
Block a user