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Changed back to highp for gles2 shaders. Medium was causes precision issues on some GPUs. Need to make run-time option.
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3 changed files with 13 additions and 6 deletions
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@ -247,8 +247,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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FString i_data = R"(
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FString i_data = R"(
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// 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.
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// 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.
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precision mediump int;
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precision highp int;
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precision mediump float;
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precision highp float;
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// light buffers
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// light buffers
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uniform vec4 lights[MAXIMUM_LIGHT_VECTORS];
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uniform vec4 lights[MAXIMUM_LIGHT_VECTORS];
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@ -236,8 +236,8 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
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patchedCode.AppendFormat("#version %d\n", 100); // Set to GLES2
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patchedCode.AppendFormat("#version %d\n", 100); // Set to GLES2
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patchedCode << "precision mediump int;\n";
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patchedCode << "precision highp int;\n";
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patchedCode << "precision mediump float;\n";
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patchedCode << "precision highp float;\n";
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if (defines)
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if (defines)
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patchedCode << defines;
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patchedCode << defines;
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@ -1,9 +1,16 @@
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How can I remove the alpha test discard?
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How can I remove the alpha test discard?
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MISSING:
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All post processing gone
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Present shader missing dither
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Shadow maps gone
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HDR modes gone
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Materials gone
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gl_satformula does not do anything (remove an 'if' in shader)
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Broken to be fixed:
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Texture filtering modes, currently fixed to linear mipmap
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