diff options
author | Marcus Brummer <mbrlabs7@gmail.com> | 2019-05-19 21:59:55 +0200 |
---|---|---|
committer | Marcus Brummer <mbrlabs7@gmail.com> | 2019-05-25 14:26:08 +0200 |
commit | 502dbc7c4a666ce845db6fff160b6ff59e956f4e (patch) | |
tree | f51adf2cb6513fdd0c4693aac6684d56b163a1d3 | |
parent | d111d59640ae93e60331f941fb2c62f460323171 (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.cpp | 9 |
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()); |