Always when supported, make the fragment shader default floating point precision high. The medium precision is roughly like half-floats, which can be surprisingly bad. High precision does not reach even normal 32-bit float precision (by specification), but it's better. GL ES implementations are allowed to exceed the minimum precision requirements given in the specification. This is an advance attempt to avoid nasty surprises from poor shader precision. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>dev
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