Added default precision qualifier in fragment shaders
This commit is contained in:
parent
66909086fd
commit
c23da9e855
@ -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())
|
||||
|
Loading…
Reference in New Issue
Block a user