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https://github.com/hyprwm/Hyprland
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shaders: use highp for fragments
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3 changed files with 15 additions and 15 deletions
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@ -4,7 +4,7 @@
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// makes a stencil without corners
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inline const std::string FRAGBORDER1 = R"#(
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precision mediump float;
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precision highp float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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@ -3,7 +3,7 @@
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#include <string>
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inline const std::string FRAGSHADOW = R"#(
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precision mediump float;
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precision highp float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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@ -50,7 +50,7 @@ void main() {
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})#";
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inline const std::string QUADFRAGSRC = R"#(
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precision mediump float;
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precision highp float;
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varying vec4 v_color;
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uniform vec2 topLeft;
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@ -81,7 +81,7 @@ void main() {
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})#";
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float alpha;
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@ -122,7 +122,7 @@ void main() {
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})#";
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inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#(
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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@ -131,7 +131,7 @@ void main() {
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})#";
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inline const std::string TEXFRAGSRCRGBAMATTE = R"#(
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform sampler2D texMatte;
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@ -141,7 +141,7 @@ void main() {
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})#";
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inline const std::string TEXFRAGSRCRGBX = R"#(
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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@ -180,8 +180,8 @@ void main() {
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inline const std::string FRAGBLUR1 = R"#(
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#version 100
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precision mediump float;
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varying mediump vec2 v_texcoord; // is in 0-1
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precision highp float;
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varying highp vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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@ -324,8 +324,8 @@ void main() {
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inline const std::string FRAGBLUR2 = R"#(
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#version 100
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precision mediump float;
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varying mediump vec2 v_texcoord; // is in 0-1
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precision highp float;
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varying highp vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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@ -349,7 +349,7 @@ void main() {
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)#";
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inline const std::string FRAGBLURPREPARE = R"#(
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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@ -381,7 +381,7 @@ void main() {
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)#";
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inline const std::string FRAGBLURFINISH = R"#(
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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@ -412,7 +412,7 @@ void main() {
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inline const std::string TEXFRAGSRCEXT = R"#(
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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@ -451,7 +451,7 @@ void main() {
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)#";
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static const std::string FRAGGLITCH = R"#(
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precision mediump float;
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precision highp float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
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