GLSL: Make sampling operations have agnostic precision qualifiers for desktop.

Desktop defaults to highp for samplers, but this should not apply to the built-in
functions, so make it appy only to user declarations.
This commit is contained in:
John Kessenich
2017-10-19 00:26:39 -06:00
parent 3112b5686d
commit f0e35bf0ef
4 changed files with 69 additions and 5 deletions

View File

@@ -0,0 +1,16 @@
#version 450
precision lowp sampler2D;
precision lowp int;
precision lowp float;
uniform lowp sampler2D s;
layout(location = 0) in lowp vec2 v;
layout(location = 0) out lowp vec4 color;
void main()
{
color = texture(s, v);
}