When using OpenGL ES 3.1, we either need to emit a precision qualifier, or set a default precision. Since it's not unthinkable that we'd want to forward lowp/mediump in the future, let's use the precision qualifier so it's easier to get this right later on. This gets rid of a shader compile error. Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org> Signed-off-by: Dave Airlie <airlied@redhat.com>macos/master
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