diff --git a/src/render/opengles2/SDL_shaders_gles2.c b/src/render/opengles2/SDL_shaders_gles2.c index f9a8ce3e8..b6c187d7e 100644 --- a/src/render/opengles2/SDL_shaders_gles2.c +++ b/src/render/opengles2/SDL_shaders_gles2.c @@ -27,6 +27,16 @@ #include "SDL_shaders_gles2.h" #include "SDL_stdinc.h" +#define SHADER_PRELOGUE "\n\ +#if GL_FRAGMENT_PRECISION_HIGH\n\ + precision mediump float;\n\ +#else\n\ + #define mediump\n\ + #define highp\n\ + #define lowp\n\ +#endif\n\ +" + /************************************************************************************************* * Vertex/fragment shader source * *************************************************************************************************/ @@ -47,8 +57,7 @@ static const Uint8 GLES2_Vertex_Default[] = " \ } \ "; -static const Uint8 GLES2_Fragment_Solid[] = " \ - precision mediump float; \ +static const Uint8 GLES2_Fragment_Solid[] = SHADER_PRELOGUE" \ varying vec4 v_color; \ \ void main() \ @@ -57,8 +66,7 @@ static const Uint8 GLES2_Fragment_Solid[] = " \ } \ "; -static const Uint8 GLES2_Fragment_TextureABGR[] = " \ - precision mediump float; \ +static const Uint8 GLES2_Fragment_TextureABGR[] = SHADER_PRELOGUE" \ uniform sampler2D u_texture; \ varying vec4 v_color;\n\ #ifdef GL_FRAGMENT_PRECISION_HIGH\n\ @@ -75,8 +83,7 @@ static const Uint8 GLES2_Fragment_TextureABGR[] = " \ "; /* ARGB to ABGR conversion */ -static const Uint8 GLES2_Fragment_TextureARGB[] = " \ - precision mediump float; \ +static const Uint8 GLES2_Fragment_TextureARGB[] = SHADER_PRELOGUE" \ uniform sampler2D u_texture; \ varying vec4 v_color;\n\ #ifdef GL_FRAGMENT_PRECISION_HIGH\n\ @@ -96,8 +103,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \ "; /* RGB to ABGR conversion */ -static const Uint8 GLES2_Fragment_TextureRGB[] = " \ - precision mediump float; \ +static const Uint8 GLES2_Fragment_TextureRGB[] = SHADER_PRELOGUE" \ uniform sampler2D u_texture; \ varying vec4 v_color;\n\ #ifdef GL_FRAGMENT_PRECISION_HIGH\n\ @@ -118,8 +124,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \ "; /* BGR to ABGR conversion */ -static const Uint8 GLES2_Fragment_TextureBGR[] = " \ - precision mediump float; \ +static const Uint8 GLES2_Fragment_TextureBGR[] = SHADER_PRELOGUE" \ uniform sampler2D u_texture; \ varying vec4 v_color;\n\ #ifdef GL_FRAGMENT_PRECISION_HIGH\n\ @@ -168,7 +173,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \ #define YUV_SHADER_PROLOGUE \ -"precision mediump float;\n" \ +SHADER_PRELOGUE \ "uniform sampler2D u_texture;\n" \ "uniform sampler2D u_texture_u;\n" \ "uniform sampler2D u_texture_v;\n" \ @@ -396,3 +401,4 @@ const Uint8 *GLES2_GetShader(GLES2_ShaderType type) #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */ /* vi: set ts=4 sw=4 expandtab: */ +