From 1d1732306e5a4c8b2a1cc440657aa8343e5b0de0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 23 Dec 2023 19:29:43 +0100 Subject: [PATCH] Changed the OpenGL ES GLSL precision qualifiers from mediump to highp to fix some mobile GPU postprocessing rendering issues --- resources/shaders/glsl/blur_horizontal.glsl | 2 +- resources/shaders/glsl/blur_vertical.glsl | 2 +- resources/shaders/glsl/core.glsl | 2 +- resources/shaders/glsl/scanlines.glsl | 4 ++-- 4 files changed, 5 insertions(+), 5 deletions(-) diff --git a/resources/shaders/glsl/blur_horizontal.glsl b/resources/shaders/glsl/blur_horizontal.glsl index 75b208ff2..a7170cca4 100644 --- a/resources/shaders/glsl/blur_horizontal.glsl +++ b/resources/shaders/glsl/blur_horizontal.glsl @@ -24,7 +24,7 @@ void main() #elif defined(FRAGMENT) #ifdef GL_ES -precision mediump float; +precision highp float; #endif uniform uint shaderFlags; diff --git a/resources/shaders/glsl/blur_vertical.glsl b/resources/shaders/glsl/blur_vertical.glsl index 2f4d00825..0a3637d5d 100644 --- a/resources/shaders/glsl/blur_vertical.glsl +++ b/resources/shaders/glsl/blur_vertical.glsl @@ -24,7 +24,7 @@ void main() #elif defined(FRAGMENT) #ifdef GL_ES -precision mediump float; +precision highp float; #endif uniform uint shaderFlags; diff --git a/resources/shaders/glsl/core.glsl b/resources/shaders/glsl/core.glsl index 0c56f2991..65286846a 100644 --- a/resources/shaders/glsl/core.glsl +++ b/resources/shaders/glsl/core.glsl @@ -30,7 +30,7 @@ void main(void) #elif defined(FRAGMENT) #ifdef GL_ES -precision mediump float; +precision highp float; #endif in vec2 position; diff --git a/resources/shaders/glsl/scanlines.glsl b/resources/shaders/glsl/scanlines.glsl index ae5cef003..5e0ff5120 100644 --- a/resources/shaders/glsl/scanlines.glsl +++ b/resources/shaders/glsl/scanlines.glsl @@ -24,7 +24,7 @@ #if defined(VERTEX) #ifdef GL_ES -precision mediump float; +precision highp float; #endif uniform mat4 MVPMatrix; @@ -53,7 +53,7 @@ void main() #elif defined(FRAGMENT) #ifdef GL_ES -precision mediump float; +precision highp float; #endif uniform vec2 texSize;