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