When generating GLES shaders without uniforms, declare precision

* This usually comes from debuguniforms.h, but if we exclude it we still need to
  declare the precision.
This commit is contained in:
baldurk
2018-07-03 15:17:27 +01:00
parent 5477b289ac
commit 487ac04d83
+8 -1
View File
@@ -43,9 +43,16 @@ void GenerateGLSLShader(std::vector<std::string> &sources, ShaderType type,
}
if(uniforms)
{
sources[1] = GetEmbeddedResource(glsl_debuguniforms_h);
}
else
sources[1] = "";
{
if(type == eShaderGLSLES)
sources[1] = "precision highp float; precision highp int;";
else
sources[1] = "";
}
if(shader.find("#include \"texsample.h\"") != string::npos)
{