Added default precision qualifier in fragment shaders

This commit is contained in:
Elderme 2015-10-30 22:05:08 +01:00
parent 66909086fd
commit c23da9e855

View File

@ -65,6 +65,11 @@ GLuint ShaderBase::loadShader(const std::string &file, unsigned type)
std::ostringstream code;
code << "#version " << CVS->getGLSLVersion()<<"\n";
//shader compilation fails with some drivers if there is no precision qualifier
if (type == GL_FRAGMENT_SHADER)
code << "precision mediump float;\n";
if (CVS->isAMDVertexShaderLayerUsable())
code << "#extension GL_AMD_vertex_shader_layer : enable\n";
if (CVS->isAZDOEnabled())