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.
15 lines
235 B
C
15 lines
235 B
C
#ifdef GLSLES
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
/* Only the fragment shader has no default float precision */
|
|
precision mediump float;
|
|
#endif
|
|
|
|
#else
|
|
|
|
/* Desktop GLSL doesn't know about these */
|
|
#define highp
|
|
#define mediump
|
|
#define lowp
|
|
|
|
#endif
|