Shader: Refine preprocessing on GLES platform

Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.

Also manually define low precision for variables that hold
color / alpha values.
This commit is contained in:
Jonas Kulla 2014-12-23 18:33:33 +01:00
parent a501e4f22f
commit a53163660f
14 changed files with 67 additions and 42 deletions

View file

@ -183,6 +183,7 @@ SOURCES += \
src/fluid-fun.cpp
EMBED = \
shader/common.h \
shader/transSimple.frag \
shader/trans.frag \
shader/hue.frag \