Changed the OpenGL ES GLSL precision qualifiers from mediump to highp to fix some mobile GPU postprocessing rendering issues

This commit is contained in:
Leon Styhre 2023-12-23 19:29:43 +01:00
parent 0c3f6f509b
commit 1d1732306e
4 changed files with 5 additions and 5 deletions

View file

@ -24,7 +24,7 @@ void main()
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
precision highp float;
#endif
uniform uint shaderFlags;

View file

@ -24,7 +24,7 @@ void main()
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
precision highp float;
#endif
uniform uint shaderFlags;

View file

@ -30,7 +30,7 @@ void main(void)
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
precision highp float;
#endif
in vec2 position;

View file

@ -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;