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authorSven Gothel <[email protected]>2012-10-29 11:52:15 +0100
committerSven Gothel <[email protected]>2012-10-29 11:52:15 +0100
commitbf0d4a8840addbd099b7b771c25f7135c64132a8 (patch)
treeb7b5e3a6ae3cefc370744e89570c413db927e31b /src/jogl/classes/com
parentcbbfb0170eee1fb57e6ddc47da082bd93fe7ad85 (diff)
FixedFuncPipeline: Use proper shader version and make GLSL code compatible w/ higher GLSL versions
Diffstat (limited to 'src/jogl/classes/com')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java1
1 files changed, 1 insertions, 0 deletions
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 378167c2c..e6dde3237 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
@@ -807,6 +807,7 @@ public class ShaderCode {
}
}
+ // Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ?
/** {@value #es2_default_precision_vp} */
public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n";
/** {@value #es2_default_precision_fp} */