diff --git a/Makefile b/Makefile index 76b823d2..3f201c14 100644 --- a/Makefile +++ b/Makefile @@ -442,11 +442,8 @@ ifeq ($(PLATFORM),android) -fno-builtin-cos -fno-builtin-sin -fPIC -DARCH_STRING=\\\"$(ARCH)\\\" CLIENT_CFLAGS += $(SDL_CFLAGS) -DSDL_DISABLE_IMMINTRIN_H -fno-builtin-cos -fno-builtin-sin - # Flag -ffast-math replacement: https://pspdfkit.com/blog/2021/understanding-fast-math/ - # Flags -ffp-contract=fast -fno-trapping-math are unused because they are causing lightmap issues - OPTIMIZEFASTMATH = -ffinite-math-only -fno-math-errno -fassociative-math -freciprocal-math -fno-signed-zeros OPTIMIZEVM = -O3 -funroll-loops -fomit-frame-pointer - OPTIMIZE = $(OPTIMIZEVM) $(OPTIMIZEFASTMATH) + OPTIMIZE = $(OPTIMIZEVM) $(OPTIMIZEFASTMATH) -ffast-math HAVE_VM_COMPILED = false diff --git a/android/app/src/main/cpp/code/renderergl2/tr_glsl.c b/android/app/src/main/cpp/code/renderergl2/tr_glsl.c index 5b07e82a..1906d4cf 100644 --- a/android/app/src/main/cpp/code/renderergl2/tr_glsl.c +++ b/android/app/src/main/cpp/code/renderergl2/tr_glsl.c @@ -243,12 +243,7 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *extra, char * // HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones #ifdef __ANDROID__ Q_strcat(dest, size, "#version 300 es\n"); - - // HACK: use in main menu medium float precision (to prevent issue with missing models textures) - if (Cvar_Get("r_uiFullScreen", "1", 0)->integer) - Q_strcat(dest, size, "precision mediump float;\n"); - else - Q_strcat(dest, size, "precision highp float;\n"); + Q_strcat(dest, size, "precision mediump float;\n"); if(shaderType == GL_VERTEX_SHADER) {