v0.9.1a: adjusted fragment shader to always use mediump
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@ -207,16 +207,12 @@ public class NoosaScript extends Script {
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//fragment shader
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//fragment shader
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//preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere
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//preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere
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"#ifdef GL_ES\n" +
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"#ifdef GL_ES\n" +
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" #define LOW lowp\n" +
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" precision mediump float;\n" +
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" #define MED mediump\n" +
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"#else\n" +
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" #define LOW\n" +
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" #define MED\n" +
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"#endif\n" +
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"#endif\n" +
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"varying MED vec2 vUV;\n" +
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"varying vec2 vUV;\n" +
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"uniform LOW sampler2D uTex;\n" +
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"uniform sampler2D uTex;\n" +
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"uniform LOW vec4 uColorM;\n" +
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"uniform vec4 uColorM;\n" +
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"uniform LOW vec4 uColorA;\n" +
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"uniform vec4 uColorA;\n" +
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"void main() {\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D( uTex, vUV ) * uColorM + uColorA;\n" +
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" gl_FragColor = texture2D( uTex, vUV ) * uColorM + uColorA;\n" +
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"}\n";
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"}\n";
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@ -63,14 +63,10 @@ public class NoosaScriptNoLighting extends NoosaScript {
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//fragment shader
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//fragment shader
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//preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere
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//preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere
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"#ifdef GL_ES\n" +
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"#ifdef GL_ES\n" +
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" #define LOW lowp\n" +
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" precision mediump float;\n" +
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" #define MED mediump\n" +
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"#else\n" +
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" #define LOW\n" +
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" #define MED\n" +
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"#endif\n" +
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"#endif\n" +
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"varying MED vec2 vUV;\n" +
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"varying vec2 vUV;\n" +
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"uniform LOW sampler2D uTex;\n" +
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"uniform sampler2D uTex;\n" +
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"void main() {\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D( uTex, vUV );\n" +
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" gl_FragColor = texture2D( uTex, vUV );\n" +
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"}\n";
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"}\n";
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