From 66dab98c3f42eb70a4c6761a8694e374b8578e99 Mon Sep 17 00:00:00 2001 From: Prabhu Sundararaj Date: Thu, 8 May 2014 09:27:04 -0700 Subject: [PATCH] Fix to match the uniform precision qualifiers in vertex and fragment shaders When the vertex and fragment shaders are linked together, then they will share a single global uniform name space. Hence, types and precisions of uniforms with the same name must match across all shaders that are linked into a single executable. As per GLSL_ES_Specification_3.00.3.pdf Page 124 12.3 Numeric Precision The fragment language has no default precision qualifier for floating point types. Hence for float, floating point vector and matrix variable declarations, either the declaration must include a precision qualifier or the default float precision must have been previously declared. Upstream-Status: Submitted [https://bugs.webkit.org/show_bug.cgi?id=124653#c9] Change-Id: I4eb3363b3bca8bc3c839212ec7c966201a3e65e2 Signed-off-by: Prabhu Sundararaj --- Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp b/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp index f4b9a7e..7e991bf 100644 --- a/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp +++ b/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp @@ -208,7 +208,7 @@ static const char* fragmentTemplate = ANTIALIASING_TEX_COORD_DIRECTIVE BLUR_CONSTANTS STRINGIFY( - precision mediump float; + precision highp float; uniform SamplerType s_sampler; uniform sampler2D s_contentTexture; uniform float u_opacity; -- 1.9.1