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Bug 758205. Use highp in the fragment shader. r=joe
More precision makes the java screenshot look better on large pages.
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@ -121,8 +121,13 @@ public class LayerRenderer implements GLSurfaceView.Renderer {
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" vTexCoord.y = 1.0 - aTexCoord.y;\n" +
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"}\n";
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// We use highp because the screenshot textures
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// we use are large and we stretch them alot
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// so we need all the precision we can get.
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// Unfortunately, highp is not required by ES 2.0
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// so on GPU's like Mali we end up getting mediump
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public static final String DEFAULT_FRAGMENT_SHADER =
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"precision mediump float;\n" +
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"precision highp float;\n" +
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"varying vec2 vTexCoord;\n" +
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"uniform sampler2D sTexture;\n" +
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"void main() {\n" +
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