shaders: use highp for fragments

This commit is contained in:
Vaxry 2024-02-15 17:32:27 +00:00
parent a8dae8f5e1
commit fbf5ba87ce
3 changed files with 15 additions and 15 deletions

View file

@ -4,7 +4,7 @@
// makes a stencil without corners
inline const std::string FRAGBORDER1 = R"#(
precision mediump float;
precision highp float;
varying vec4 v_color;
varying vec2 v_texcoord;

View file

@ -3,7 +3,7 @@
#include <string>
inline const std::string FRAGSHADOW = R"#(
precision mediump float;
precision highp float;
varying vec4 v_color;
varying vec2 v_texcoord;

View file

@ -50,7 +50,7 @@ void main() {
})#";
inline const std::string QUADFRAGSRC = R"#(
precision mediump float;
precision highp float;
varying vec4 v_color;
uniform vec2 topLeft;
@ -81,7 +81,7 @@ void main() {
})#";
inline const std::string TEXFRAGSRCRGBA = R"#(
precision mediump float;
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float alpha;
@ -122,7 +122,7 @@ void main() {
})#";
inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#(
precision mediump float;
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
@ -131,7 +131,7 @@ void main() {
})#";
inline const std::string TEXFRAGSRCRGBAMATTE = R"#(
precision mediump float;
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform sampler2D texMatte;
@ -141,7 +141,7 @@ void main() {
})#";
inline const std::string TEXFRAGSRCRGBX = R"#(
precision mediump float;
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
@ -180,8 +180,8 @@ void main() {
inline const std::string FRAGBLUR1 = R"#(
#version 100
precision mediump float;
varying mediump vec2 v_texcoord; // is in 0-1
precision highp float;
varying highp vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
@ -324,8 +324,8 @@ void main() {
inline const std::string FRAGBLUR2 = R"#(
#version 100
precision mediump float;
varying mediump vec2 v_texcoord; // is in 0-1
precision highp float;
varying highp vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
@ -349,7 +349,7 @@ void main() {
)#";
inline const std::string FRAGBLURPREPARE = R"#(
precision mediump float;
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
@ -381,7 +381,7 @@ void main() {
)#";
inline const std::string FRAGBLURFINISH = R"#(
precision mediump float;
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
@ -412,7 +412,7 @@ void main() {
inline const std::string TEXFRAGSRCEXT = R"#(
#extension GL_OES_EGL_image_external : require
precision mediump float;
precision highp float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
@ -451,7 +451,7 @@ void main() {
)#";
static const std::string FRAGGLITCH = R"#(
precision mediump float;
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.