diff options
Diffstat (limited to 'glow/src/shader/compatibility')
-rw-r--r-- | glow/src/shader/compatibility/quad.frag | 9 | ||||
-rw-r--r-- | glow/src/shader/compatibility/quad.vert | 2 | ||||
-rw-r--r-- | glow/src/shader/compatibility/triangle.frag | 8 | ||||
-rw-r--r-- | glow/src/shader/compatibility/triangle.vert | 13 |
4 files changed, 7 insertions, 25 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; diff --git a/glow/src/shader/compatibility/quad.vert b/glow/src/shader/compatibility/quad.vert index 0d02e9d0..abe70c0e 100644 --- a/glow/src/shader/compatibility/quad.vert +++ b/glow/src/shader/compatibility/quad.vert @@ -1,5 +1,3 @@ -#version 100 - uniform mat4 u_Transform; uniform float u_Scale; diff --git a/glow/src/shader/compatibility/triangle.frag b/glow/src/shader/compatibility/triangle.frag deleted file mode 100644 index 58fca553..00000000 --- a/glow/src/shader/compatibility/triangle.frag +++ /dev/null @@ -1,8 +0,0 @@ -#version 100 -precision mediump float; - -varying vec4 v_Color; - -void main() { - gl_FragColor = v_Color; -} diff --git a/glow/src/shader/compatibility/triangle.vert b/glow/src/shader/compatibility/triangle.vert deleted file mode 100644 index 975c9781..00000000 --- a/glow/src/shader/compatibility/triangle.vert +++ /dev/null @@ -1,13 +0,0 @@ -#version 100 - -uniform mat4 u_Transform; - -attribute vec2 i_Position; -attribute vec4 i_Color; - -varying vec4 v_Color; - -void main() { - v_Color = i_Color; - gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); -} |