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-rw-r--r--glow/src/shader/compatibility/quad.frag9
-rw-r--r--glow/src/shader/compatibility/quad.vert2
-rw-r--r--glow/src/shader/compatibility/triangle.frag8
-rw-r--r--glow/src/shader/compatibility/triangle.vert13
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);
-}