webgl: Fix precision issues with default shaders
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@ -189,16 +189,22 @@ static const string default_vshader =
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"in vec4 p3d_MultiTexCoord0;\n"
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"out vec3 texcoord;\n"
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"out vec4 color;\n"
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"uniform mat4 p3d_ModelViewProjectionMatrix;\n"
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#else
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"#version 100\n"
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"precision mediump float;\n"
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"attribute vec4 p3d_Vertex;\n"
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"attribute vec4 p3d_Color;\n"
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"attribute vec4 p3d_MultiTexCoord0;\n"
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"varying vec3 texcoord;\n"
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"varying lowp vec4 color;\n"
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#endif
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"varying highp vec3 texcoord;\n"
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"uniform highp mat4 p3d_ModelViewProjectionMatrix;\n"
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"#else\n"
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"varying mediump vec3 texcoord;\n"
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"uniform mat4 p3d_ModelViewProjectionMatrix;\n"
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"#endif\n"
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#endif
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"uniform mat4 p3d_TextureMatrix;\n"
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"uniform vec4 p3d_ColorScale;\n"
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"void main(void) {\n"
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@ -266,7 +272,11 @@ static const string default_fshader =
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#else
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"#version 100\n"
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"precision mediump float;\n"
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"varying vec3 texcoord;\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"varying highp vec3 texcoord;\n"
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"#else\n"
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"varying mediump vec3 texcoord;\n"
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"#endif\n"
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"varying lowp vec4 color;\n"
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"uniform lowp sampler2D p3d_Texture0;\n"
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"uniform lowp vec4 p3d_TexAlphaOnly;\n"
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