Demos (master): Properly defining default precision in es2gears fragment shader.
Chia-I Wu
olv at kemper.freedesktop.org
Sun Feb 20 19:15:09 UTC 2011
Module: Demos
Branch: master
Commit: 0b5dc98b31382d09ed4c1be6dee6657fa64208b4
URL: http://cgit.freedesktop.org/mesa/demos/commit/?id=0b5dc98b31382d09ed4c1be6dee6657fa64208b4
Author: Ricardo Salveti de Araujo <ricardo.salveti at canonical.com>
Date: Thu Feb 3 18:35:24 2011 -0200
Properly defining default precision in es2gears fragment shader.
Signed-off-by: Ricardo Salveti de Araujo <ricardo.salveti at canonical.com>
---
src/egl/opengles2/es2gears.c | 4 +---
1 files changed, 1 insertions(+), 3 deletions(-)
diff --git a/src/egl/opengles2/es2gears.c b/src/egl/opengles2/es2gears.c
index 0018ea9..37fb6a4 100644
--- a/src/egl/opengles2/es2gears.c
+++ b/src/egl/opengles2/es2gears.c
@@ -607,9 +607,6 @@ gears_idle(void)
}
static const char vertex_shader[] =
-"#ifdef GL_ES\n"
-"precision mediump float;\n"
-"#endif\n"
"attribute vec3 position;\n"
"attribute vec3 normal;\n"
"\n"
@@ -638,6 +635,7 @@ static const char vertex_shader[] =
"}";
static const char fragment_shader[] =
+"precision mediump float;\n"
"varying vec4 Color;\n"
"\n"
"void main(void)\n"
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