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Declare VaryingTexCoords and love_ScreenSize as highp when supported.
--HG-- branch : minor
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@@ -40,6 +40,11 @@ GLSL.SYNTAX = [[
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#define mediump
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#define highp
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#endif
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#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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#define LOVE_HIGHP_OR_MEDIUMP highp
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#else
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#define LOVE_HIGHP_OR_MEDIUMP mediump
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#endif
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#define number float
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#define Image sampler2D
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#define ArrayImage sampler2DArray
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@@ -59,16 +64,11 @@ GLSL.UNIFORMS = [[
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// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
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// but we can't guarantee that highp is always supported in fragment shaders...
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// We *really* don't want to use mediump for these in vertex shaders though.
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#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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#define LOVE_UNIFORM_PRECISION highp
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#else
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#define LOVE_UNIFORM_PRECISION mediump
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#endif
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uniform LOVE_UNIFORM_PRECISION mat4 TransformMatrix;
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uniform LOVE_UNIFORM_PRECISION mat4 ProjectionMatrix;
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uniform LOVE_UNIFORM_PRECISION mat4 TransformProjectionMatrix;
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uniform LOVE_UNIFORM_PRECISION mat3 NormalMatrix;
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uniform mediump vec4 love_ScreenSize;]]
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uniform LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
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uniform LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
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uniform LOVE_HIGHP_OR_MEDIUMP mat4 TransformProjectionMatrix;
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uniform LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;]]
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GLSL.FUNCTIONS = [[
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#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
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@@ -253,7 +253,7 @@ vec4 VideoTexel(vec2 texcoords) {
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MAIN = [[
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uniform sampler2D MainTex;
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varying mediump vec4 VaryingTexCoord;
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varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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varying mediump vec4 VaryingColor;
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vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
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@@ -263,8 +263,8 @@ void main() {
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}]],
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MAIN_CUSTOM = [[
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varying vec4 VaryingColor;
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varying vec4 VaryingTexCoord;
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varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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varying mediump vec4 VaryingColor;
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void effect();
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