[client] egl: switch from mediump to highp

This fixes a rounding issue on certain hardware (NVidia) which actually
implement mediump as half precision (16-bit) float. It's safe to assume
`highp` is available as if the GPU does not support it, then the shader
compiler will try to find a lower precision that is supported by the GPU
This commit is contained in:
Geoffrey McRae 2023-03-05 14:10:21 +11:00
parent 2f48798db9
commit 91b0cba145
13 changed files with 13 additions and 13 deletions

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@ -1,5 +1,5 @@
#version 300 es
precision mediump float;
precision highp float;
layout(location = 0) in vec2 vertex;
out vec2 fragCoord;

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#version 300 es
precision mediump float;
precision highp float;
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;

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#version 300 es
precision mediump float;
precision highp float;
in vec2 uv;
out vec4 color;

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#version 300 es
precision mediump float;
precision highp float;
#include "color_blind.h"

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#version 300 es
precision mediump float;
precision highp float;
out vec4 color;

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@ -1,5 +1,5 @@
#version 300 es
precision mediump float;
precision highp float;
layout(location = 0) in vec2 vertex;
out vec2 uv;

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#version 300 es
precision mediump float;
precision highp float;
#define EGL_SCALE_AUTO 0
#define EGL_SCALE_NEAREST 1

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#version 300 es
precision mediump float;
precision highp float;
in vec2 fragCoord;
out vec4 fragColor;

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#version 300 es
precision mediump float;
precision highp float;
#define PI 3.141592653589793

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#version 300 es
precision mediump float;
precision highp float;
in vec2 fragCoord;
out vec4 fragColor;

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#version 300 es
precision mediump float;
precision highp float;
#include "compat.h"

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#version 300 es
precision mediump float;
precision highp float;
#include "compat.h"

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#version 300 es
precision mediump float;
precision highp float;
#include "compat.h"