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authorMarcus Brummer <mbrlabs7@gmail.com>2019-05-19 21:59:55 +0200
committerMarcus Brummer <mbrlabs7@gmail.com>2019-05-25 14:26:08 +0200
commit502dbc7c4a666ce845db6fff160b6ff59e956f4e (patch)
treef51adf2cb6513fdd0c4693aac6684d56b163a1d3
parentd111d59640ae93e60331f941fb2c62f460323171 (diff)
Use highp precision for gles2 shader uniforms if not explicitly set.
The use of different default precision values (highp in vertex; mediump in fragment) for uniform variables caused the shader program to not link properly on some android devices/emulators.
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index d00b03fb8a..8f3405c71b 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -316,9 +316,14 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
StringBuffer<> uniform_code;
- uniform_code += "uniform ";
+ // use highp if no precision is specified to prevent different default values in fragment and vertex shader
+ SL::DataPrecision precision = E->get().precision;
+ if (precision == SL::PRECISION_DEFAULT) {
+ precision = SL::PRECISION_HIGHP;
+ }
- uniform_code += _prestr(E->get().precision);
+ uniform_code += "uniform ";
+ uniform_code += _prestr(precision);
uniform_code += _typestr(E->get().type);
uniform_code += " ";
uniform_code += _mkid(E->key());