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