OpenGL fragment shader gen: Fix precision inconsistency for v_color0/1.

Probably won't fix anything, just want this in for, well, consistency.

Noticed it debugging the iOS flat shading issues, but doesn't fix that.
This commit is contained in:
Henrik Rydgård 2021-01-24 18:28:56 +01:00
parent 65af16bcbd
commit 960e2dac36

View file

@ -359,9 +359,9 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, "uniform vec3 u_texenv;\n");
}
WRITE(p, "%s %s vec4 v_color0;\n", shading, compat.varying_fs);
WRITE(p, "%s %s lowp vec4 v_color0;\n", shading, compat.varying_fs);
if (lmode)
WRITE(p, "%s %s vec3 v_color1;\n", shading, compat.varying_fs);
WRITE(p, "%s %s lowp vec3 v_color1;\n", shading, compat.varying_fs);
if (enableFog) {
*uniformMask |= DIRTY_FOGCOLOR;
WRITE(p, "uniform vec3 u_fogcolor;\n");