Bug 758205. Use highp in the fragment shader. r=joe

More precision makes the java screenshot look better on large pages.
This commit is contained in:
Jeff Muizelaar 2012-05-24 16:44:10 -04:00
parent d6f895fc0d
commit 31a4b4ed31

View File

@ -121,8 +121,13 @@ public class LayerRenderer implements GLSurfaceView.Renderer {
" vTexCoord.y = 1.0 - aTexCoord.y;\n" +
"}\n";
// We use highp because the screenshot textures
// we use are large and we stretch them alot
// so we need all the precision we can get.
// Unfortunately, highp is not required by ES 2.0
// so on GPU's like Mali we end up getting mediump
public static final String DEFAULT_FRAGMENT_SHADER =
"precision mediump float;\n" +
"precision highp float;\n" +
"varying vec2 vTexCoord;\n" +
"uniform sampler2D sTexture;\n" +
"void main() {\n" +