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authorSven Gothel <[email protected]>2014-07-29 21:12:23 +0200
committerSven Gothel <[email protected]>2014-07-29 21:12:23 +0200
commitc391da73631aa551ad73d88068efebdb1e67e650 (patch)
treef0d7ae633d9af4e7567e8c2425e6d240a178522d
parent323fd68b6cce41de4980a909ef55273a98a8aad9 (diff)
Fix ShaderCode.es3_default_precision_fp: ES 3.x requires same precision for uniforms -> re-use es3_default_precision_vp; Fixes PointsDemoES2
-rw-r--r--make/scripts/tests.sh4
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java8
2 files changed, 8 insertions, 4 deletions
diff --git a/make/scripts/tests.sh b/make/scripts/tests.sh
index d33844201..a8984f3e2 100644
--- a/make/scripts/tests.sh
+++ b/make/scripts/tests.sh
@@ -509,7 +509,7 @@ function testawtswt() {
#testnoawt com.jogamp.opengl.test.junit.jogl.acore.TestFBOMix2DemosES2NEWT $*
#testnoawt com.jogamp.opengl.test.junit.jogl.acore.TestFBOMRTNEWT01 $*
-#testnoawt com.jogamp.opengl.test.junit.jogl.acore.TestGLPointsNEWT $*
+testnoawt com.jogamp.opengl.test.junit.jogl.acore.TestGLPointsNEWT $*
#testnoawt com.jogamp.opengl.test.junit.jogl.acore.TestGLMesaBug651NEWT $*
#testnoawt com.jogamp.opengl.test.junit.jogl.acore.TestGLMesaBug658NEWT $*
#testnoawt com.jogamp.opengl.test.junit.jogl.acore.TestX11DefaultDisplay $*
@@ -751,7 +751,7 @@ function testawtswt() {
#
#testnoawt com.jogamp.opengl.test.junit.jogl.util.TestImmModeSinkES1NEWT $*
#testnoawt com.jogamp.opengl.test.junit.jogl.util.TestImmModeSinkES2NEWT $*
-testnoawt com.jogamp.opengl.test.junit.jogl.util.TestES1FixedFunctionPipelineNEWT $*
+#testnoawt com.jogamp.opengl.test.junit.jogl.util.TestES1FixedFunctionPipelineNEWT $*
#
# Texture / TextureUtils
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
index 29dce40f5..574fc4205 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
@@ -874,8 +874,12 @@ public class ShaderCode {
/** Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es3_default_precision_vp} */
public static final String es3_default_precision_vp = es2_default_precision_vp;
- /** Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es3_default_precision_fp} */
- public static final String es3_default_precision_fp = es2_default_precision_fp;
+ /**
+ * Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es3_default_precision_fp},
+ * same as for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}, i.e {@link #es3_default_precision_vp},
+ * due to ES 3.x requirements of using same precision for uniforms!
+ */
+ public static final String es3_default_precision_fp = es3_default_precision_vp;
/** Default precision of GLSL &ge; 1.30 as required until &lt; 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n";