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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.
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1 changed files with 2 additions and 2 deletions
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@ -359,9 +359,9 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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WRITE(p, "uniform vec3 u_texenv;\n");
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}
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WRITE(p, "%s %s vec4 v_color0;\n", shading, compat.varying_fs);
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WRITE(p, "%s %s lowp vec4 v_color0;\n", shading, compat.varying_fs);
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if (lmode)
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WRITE(p, "%s %s vec3 v_color1;\n", shading, compat.varying_fs);
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WRITE(p, "%s %s lowp vec3 v_color1;\n", shading, compat.varying_fs);
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if (enableFog) {
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*uniformMask |= DIRTY_FOGCOLOR;
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WRITE(p, "uniform vec3 u_fogcolor;\n");
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