/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #if defined(GL_ES) #if GL_ES == 1 #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp sampler2DArray; #else precision mediump sampler2DArray; #endif // Sampler default precision is lowp on mobile GPUs. // This causes RGBA32F texture data to be clamped to 16 bit floats on some GPUs (e.g. Mali-T880). // Define highp precision macro to allow lossless FLOAT texture sampling. #define HIGHP_SAMPLER_FLOAT highp // texelFetchOffset is buggy on some Android GPUs (see issue #1694). // Fallback to texelFetch on mobile GPUs. #define TEXEL_FETCH(sampler, position, lod, offset) texelFetch(sampler, position + offset, lod) #else #define HIGHP_SAMPLER_FLOAT #define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offset) #endif #else #define HIGHP_SAMPLER_FLOAT #define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offset) #endif #ifdef WR_VERTEX_SHADER #define varying out #endif #ifdef WR_FRAGMENT_SHADER precision highp float; #define varying in #endif