Fix #2298. The AST has two precisions, an operation precision and a result precision. Actual use of GLSL with mediump samplers wants the result precision, so pick that up instead of the operation precision.
		
			
				
	
	
		
			24 lines
		
	
	
		
			796 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			24 lines
		
	
	
		
			796 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 310 es
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precision mediump float;
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precision mediump int;
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layout(binding = 0) uniform mediump sampler2D texM;
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layout(binding = 1) uniform highp sampler2D texH;
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layout(binding = 0, rgba32f) uniform readonly mediump image2D imageM;
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layout(binding = 1, rgba32f) uniform readonly highp image2D imageH;
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layout(location = 0) in highp vec4 vertex;
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layout(location = 1) flat in highp ivec2 coord;
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layout(location = 0) out vec4 fragColor;
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void main()
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{
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    vec4 v;
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    v = texture(texM, vertex.xy);
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    v = texture(texH, vertex.xy);
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    v = textureLod(texM, vertex.xy, vertex.z);
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    v = textureLod(texH, vertex.xy, vertex.z);
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    v = textureProj(texM, vertex.xyz);
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    v = textureProj(texH, vertex.xyz);
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    v = imageLoad(imageM, coord);
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    v = imageLoad(imageH, coord);
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} |