[client] egl: remove needless precision quantifiers

We simply use precision mediump float; for everything. We don't actually
need highp anyways, and we don't use it for stuff like CAS or FSR.
This commit is contained in:
Quantum 2021-08-11 06:41:56 -04:00 committed by Geoffrey McRae
parent 06da52acfc
commit 543c97987b
10 changed files with 35 additions and 27 deletions

View File

@ -1,9 +1,9 @@
highp vec4 cbTransform(highp vec4 color, int cbMode)
vec4 cbTransform(vec4 color, int cbMode)
{
highp float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
highp float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
highp float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
highp float l, m, s;
float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b);
float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b);
float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b);
float l, m, s;
if (cbMode == 1) // Protanope
{
@ -24,7 +24,7 @@ highp vec4 cbTransform(highp vec4 color, int cbMode)
s = -0.395913 * L + 0.801109 * M + 0.0 * S;
}
highp vec4 error;
vec4 error;
error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s);
error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s);
error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s);

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@ -1,12 +1,13 @@
#version 300 es
precision mediump float;
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
uniform vec4 mouse;
uniform lowp int rotate;
uniform int rotate;
out highp vec2 uv;
out vec2 uv;
void main()
{

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@ -1,13 +1,14 @@
#version 300 es
precision mediump float;
in highp vec2 uv;
out highp vec4 color;
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
void main()
{
highp vec4 tmp = texture(sampler1, uv);
vec4 tmp = texture(sampler1, uv);
if (tmp.rgb == vec3(0.0, 0.0, 0.0))
discard;
color = tmp;

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@ -1,13 +1,13 @@
#version 300 es
precision mediump float;
#include "color_blind.h"
in highp vec2 uv;
out highp vec4 color;
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform lowp int rotate;
uniform int cbMode;
void main()

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@ -1,6 +1,7 @@
#version 300 es
precision mediump float;
out highp vec4 color;
out vec4 color;
void main()
{

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@ -1,9 +1,10 @@
#version 300 es
precision mediump float;
layout(location = 0) in vec2 vertex;
out highp vec2 uv;
out vec2 uv;
uniform highp vec2 desktopSize;
uniform vec2 desktopSize;
uniform mat3x2 transform;
void main()

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@ -1,4 +1,5 @@
#version 300 es
precision mediump float;
#define EGL_SCALE_AUTO 0
#define EGL_SCALE_NEAREST 1
@ -7,15 +8,15 @@
#include "color_blind.h"
in highp vec2 uv;
out highp vec4 color;
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform int scaleAlgo;
uniform highp ivec2 textureSize;
uniform ivec2 textureSize;
uniform highp float nvGain;
uniform float nvGain;
uniform int cbMode;
void main()

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@ -1,7 +1,8 @@
#version 300 es
precision mediump float;
in highp vec3 pos;
out highp vec4 color;
in vec3 pos;
out vec4 color;
uniform sampler2D sampler1;

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@ -1,8 +1,9 @@
#version 300 es
precision mediump float;
layout(location = 0) in vec3 vertexPosition_modelspace;
out highp vec3 pos;
out vec3 pos;
void main()
{

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@ -1,6 +1,7 @@
#version 300 es
precision mediump float;
out highp vec4 color;
out vec4 color;
uniform sampler2D sampler1;