Changed back to highp for gles2 shaders. Medium was causes precision issues on some GPUs. Need to make run-time option.

This commit is contained in:
Emile Belanger 2021-03-10 21:30:06 +00:00
parent bf173a19cd
commit 18fe9a81b8
3 changed files with 13 additions and 6 deletions

View file

@ -247,8 +247,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
FString i_data = R"( FString i_data = R"(
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here. // these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
precision mediump int; precision highp int;
precision mediump float; precision highp float;
// light buffers // light buffers
uniform vec4 lights[MAXIMUM_LIGHT_VECTORS]; uniform vec4 lights[MAXIMUM_LIGHT_VECTORS];

View file

@ -236,8 +236,8 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
patchedCode.AppendFormat("#version %d\n", 100); // Set to GLES2 patchedCode.AppendFormat("#version %d\n", 100); // Set to GLES2
patchedCode << "precision mediump int;\n"; patchedCode << "precision highp int;\n";
patchedCode << "precision mediump float;\n"; patchedCode << "precision highp float;\n";
if (defines) if (defines)
patchedCode << defines; patchedCode << defines;

View file

@ -1,9 +1,16 @@
How can I remove the alpha test discard? How can I remove the alpha test discard?
MISSING:
All post processing gone
Present shader missing dither
Shadow maps gone
HDR modes gone
Materials gone
gl_satformula does not do anything (remove an 'if' in shader)
Broken to be fixed:
Texture filtering modes, currently fixed to linear mipmap