OGLESShaderRenderer now only force mediump precision for float in the fragment shader.
Default precision for the vertex shader for float is highp. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10422 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -783,12 +783,22 @@ public class OGLESShaderRenderer implements Renderer {
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id, source.getDefines()
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+ source.getSource());
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} else {
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String precision ="";
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if (source.getType() == ShaderType.Fragment) {
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precision = "precision mediump float;\n";
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}
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GLES20.glShaderSource(
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id,
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"precision mediump float;\n"
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+ source.getDefines()
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precision
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+source.getDefines()
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+ source.getSource());
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}
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// int range[] = new int[2];
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// int precision[] = new int[1];
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// GLES20.glGetShaderPrecisionFormat(GLES20.GL_VERTEX_SHADER, GLES20.GL_HIGH_FLOAT, range, 0, precision, 0);
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// System.out.println("PRECISION HIGH FLOAT VERTEX");
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// System.out.println("range "+range[0]+"," +range[1]);
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// System.out.println("precision "+precision[0]);
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GLES20.glCompileShader(id);
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GLES20.glGetShaderiv(id, GLES20.GL_COMPILE_STATUS, intBuf1);
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