From 84d3029b04750bb1b0a8b397fac80003fc9ba049 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Mon, 14 Dec 2020 21:56:42 -0500 Subject: [PATCH] v0.9.1a: adjusted fragment shader to always use mediump --- .../main/java/com/watabou/noosa/NoosaScript.java | 14 +++++--------- .../com/watabou/noosa/NoosaScriptNoLighting.java | 10 +++------- 2 files changed, 8 insertions(+), 16 deletions(-) diff --git a/SPD-classes/src/main/java/com/watabou/noosa/NoosaScript.java b/SPD-classes/src/main/java/com/watabou/noosa/NoosaScript.java index 5550878d0..c38ca0aa8 100644 --- a/SPD-classes/src/main/java/com/watabou/noosa/NoosaScript.java +++ b/SPD-classes/src/main/java/com/watabou/noosa/NoosaScript.java @@ -207,16 +207,12 @@ public class NoosaScript extends Script { //fragment shader //preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere "#ifdef GL_ES\n" + - " #define LOW lowp\n" + - " #define MED mediump\n" + - "#else\n" + - " #define LOW\n" + - " #define MED\n" + + " precision mediump float;\n" + "#endif\n" + - "varying MED vec2 vUV;\n" + - "uniform LOW sampler2D uTex;\n" + - "uniform LOW vec4 uColorM;\n" + - "uniform LOW vec4 uColorA;\n" + + "varying vec2 vUV;\n" + + "uniform sampler2D uTex;\n" + + "uniform vec4 uColorM;\n" + + "uniform vec4 uColorA;\n" + "void main() {\n" + " gl_FragColor = texture2D( uTex, vUV ) * uColorM + uColorA;\n" + "}\n"; diff --git a/SPD-classes/src/main/java/com/watabou/noosa/NoosaScriptNoLighting.java b/SPD-classes/src/main/java/com/watabou/noosa/NoosaScriptNoLighting.java index 75bfc8818..72f5f87b6 100644 --- a/SPD-classes/src/main/java/com/watabou/noosa/NoosaScriptNoLighting.java +++ b/SPD-classes/src/main/java/com/watabou/noosa/NoosaScriptNoLighting.java @@ -63,14 +63,10 @@ public class NoosaScriptNoLighting extends NoosaScript { //fragment shader //preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere "#ifdef GL_ES\n" + - " #define LOW lowp\n" + - " #define MED mediump\n" + - "#else\n" + - " #define LOW\n" + - " #define MED\n" + + " precision mediump float;\n" + "#endif\n" + - "varying MED vec2 vUV;\n" + - "uniform LOW sampler2D uTex;\n" + + "varying vec2 vUV;\n" + + "uniform sampler2D uTex;\n" + "void main() {\n" + " gl_FragColor = texture2D( uTex, vUV );\n" + "}\n";