diff options
author | Neil Roberts <neil@linux.intel.com> | 2013-08-23 12:20:27 +0100 |
---|---|---|
committer | Neil Roberts <neil@linux.intel.com> | 2013-08-25 02:34:13 +0100 |
commit | cf44ad2493f075a599e380211c87bbb6d44c79b8 (patch) | |
tree | 910e826c1d8bb5acb0c42c03b05ef837826ec261 /build | |
parent | 7bab449700e25e09a6e7e855198814c366293e9d (diff) | |
download | cogl-cf44ad2493f075a599e380211c87bbb6d44c79b8.tar.gz |
gles2: Use GL_ES instead of __VERSION__ for setting precision
Mesa has started getting picky about specifying the precision for
floating types in the fragment shader. We already have a default
precision specifier in all the fragment shaders but apparently this
wasn't working because it is only used when the __VERSION__ define is
100 and Mesa is reporting 110. Regardless of whether Mesa is doing the
right thing or not I think it makes sense to use GL_ES instead of
__VERSION__ because we will also need the precision specifier if we
start requesting GLSL 3.0. The GLES specification explictly states
that GL_ES will only be defined for GLES and this is similar to what
the internal meta shaders do in Mesa.
http://cgit.freedesktop.org/mesa/mesa/commit/?id=cabd45773b58d6aa482
Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit 37f5205739cfb0745ea74dedaec117081ba0088b)
Diffstat (limited to 'build')
0 files changed, 0 insertions, 0 deletions