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authorLibravatar Richard <richardsoncusto@gmail.com>2021-11-11 01:10:47 -0300
committerLibravatar Richard <richardsoncusto@gmail.com>2022-01-19 17:40:17 -0300
commite31566d430093fb084da2e7f4f4ed1b66326edef (patch)
tree328c599dd2d62a32e17e95e792c74054d822537e /glow/src/shader/compatibility/quad.frag
parentafdf3e799a7610444208c9568a7cf7531d0c2ef3 (diff)
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Improve shader version selection
Diffstat (limited to 'glow/src/shader/compatibility/quad.frag')
-rw-r--r--glow/src/shader/compatibility/quad.frag9
1 files changed, 7 insertions, 2 deletions
diff --git a/glow/src/shader/compatibility/quad.frag b/glow/src/shader/compatibility/quad.frag
index c2634c65..8ea5693d 100644
--- a/glow/src/shader/compatibility/quad.frag
+++ b/glow/src/shader/compatibility/quad.frag
@@ -1,5 +1,10 @@
-#version 100
+#ifdef GL_ES
+#ifdef GL_FRAGMENT_PRECISION_HIGH
+precision highp float;
+#else
precision mediump float;
+#endif
+#endif
uniform float u_ScreenHeight;
@@ -10,7 +15,7 @@ varying vec2 v_Scale;
varying float v_BorderRadius;
varying float v_BorderWidth;
-float _distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
+float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
{
// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
vec2 inner_size = size - vec2(radius, radius) * 2.0;