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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-05-27 12:18:47 +0200 |
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committer | GitHub <noreply@github.com> | 2019-05-27 12:18:47 +0200 |
commit | b9ee3f3d64365611499c23ab8b57006bf04a1107 (patch) | |
tree | 0c05d486579cef91b2f8befce16527308790e3fe /drivers/gles2 | |
parent | 6f49fc27f8eb9c3adfb46769cdcbc2d4ed529b6f (diff) | |
parent | 502dbc7c4a666ce845db6fff160b6ff59e956f4e (diff) |
Merge pull request #29014 from mbrlabs/gles2_precision_fix
Use highp precision in the gles2 fragment shader if available
Diffstat (limited to 'drivers/gles2')
-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 6ba4004f20..9778d39a21 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()); |