blitter: Correct GLES DS multisample shader variant

v2: Add mediump to GL DS multisample code instead (Emil)

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
macos/master
Gert Wollny 5 years ago
parent 125621e652
commit e6add72d5e
  1. 3
      src/vrend_blitter.h

@ -101,7 +101,7 @@
#define FS_TEXFETCH_COL_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY
#define FS_TEXFETCH_DS_BODY \
"uniform sampler%s samp;\n" \
"uniform mediump sampler%s samp;\n" \
"in vec4 tc;\n" \
"void main() {\n" \
" gl_FragDepth = float(texture(samp, tc%s).x);\n" \
@ -110,7 +110,6 @@
#define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY
#define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY
#define FS_TEXFETCH_DS_MSAA_BODY \
"#extension GL_ARB_texture_multisample : enable\n" \
"uniform sampler%s samp;\n" \

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