weston/libweston/renderer-gl
Daniel Stone e07be58dc4 gl-renderer: Use highest precision for vertex shaders
Whilst GLSL requires highp for the vertex shader stage, highp is
optional for the fragment shader.

Make sure that we work in highp by default during the vertex shader
stage, using either highp or mediump for the texcoord varying according
to what the fragment shader supports.

Signed-off-by: Daniel Stone <daniels@collabora.com>
2023-02-02 21:46:06 +00:00
..
egl-glue.c gl-renderer: use pixel_format_info instead of drm fourccs 2023-01-29 14:47:03 +01:00
fragment.glsl gl-renderer: Use highest precision for vertex shaders 2023-02-02 21:46:06 +00:00
gl-renderer-internal.h gl-renderer: use pixel_format_info instead of drm fourccs 2023-01-29 14:47:03 +01:00
gl-renderer.c libweston: Use weston_coord space conversion functions 2023-02-01 07:27:05 -06:00
gl-renderer.h gl-renderer: use pixel_format_info instead of drm fourccs 2023-01-29 14:47:03 +01:00
gl-shader-config-color-transformation.c gl-renderer: add matrix 2022-09-28 10:28:28 +00:00
gl-shaders.c gl-shaders: Don't attempt to set unicolor when it's not valid 2023-01-16 17:47:30 +00:00
meson.build gl-renderer: implement 3 x 1D LUT color pre-curve 2021-06-21 14:36:33 +00:00
vertex.glsl gl-renderer: Use highest precision for vertex shaders 2023-02-02 21:46:06 +00:00