diff --git a/client/renderers/EGL/shader/color_blind.h b/client/renderers/EGL/shader/color_blind.h index ca286122..2b18c116 100644 --- a/client/renderers/EGL/shader/color_blind.h +++ b/client/renderers/EGL/shader/color_blind.h @@ -1,9 +1,9 @@ -highp vec4 cbTransform(highp vec4 color, int cbMode) +vec4 cbTransform(vec4 color, int cbMode) { - highp float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b); - highp float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b); - highp float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b); - highp float l, m, s; + float L = (17.8824000 * color.r) + (43.516100 * color.g) + (4.11935 * color.b); + float M = (03.4556500 * color.r) + (27.155400 * color.g) + (3.86714 * color.b); + float S = (00.0299566 * color.r) + (00.184309 * color.g) + (1.46709 * color.b); + float l, m, s; if (cbMode == 1) // Protanope { @@ -24,7 +24,7 @@ highp vec4 cbTransform(highp vec4 color, int cbMode) s = -0.395913 * L + 0.801109 * M + 0.0 * S; } - highp vec4 error; + vec4 error; error.r = ( 0.080944447900 * l) + (-0.13050440900 * m) + ( 0.116721066 * s); error.g = (-0.010248533500 * l) + ( 0.05401932660 * m) + (-0.113614708 * s); error.b = (-0.000365296938 * l) + (-0.00412161469 * m) + ( 0.693511405 * s); diff --git a/client/renderers/EGL/shader/cursor.vert b/client/renderers/EGL/shader/cursor.vert index c45308c0..f4338f69 100644 --- a/client/renderers/EGL/shader/cursor.vert +++ b/client/renderers/EGL/shader/cursor.vert @@ -1,12 +1,13 @@ #version 300 es +precision mediump float; layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; uniform vec4 mouse; -uniform lowp int rotate; +uniform int rotate; -out highp vec2 uv; +out vec2 uv; void main() { diff --git a/client/renderers/EGL/shader/cursor_mono.frag b/client/renderers/EGL/shader/cursor_mono.frag index 9afaf2da..c03d068a 100644 --- a/client/renderers/EGL/shader/cursor_mono.frag +++ b/client/renderers/EGL/shader/cursor_mono.frag @@ -1,13 +1,14 @@ #version 300 es +precision mediump float; -in highp vec2 uv; -out highp vec4 color; +in vec2 uv; +out vec4 color; uniform sampler2D sampler1; void main() { - highp vec4 tmp = texture(sampler1, uv); + vec4 tmp = texture(sampler1, uv); if (tmp.rgb == vec3(0.0, 0.0, 0.0)) discard; color = tmp; diff --git a/client/renderers/EGL/shader/cursor_rgb.frag b/client/renderers/EGL/shader/cursor_rgb.frag index 2ea39fc2..cf31d00e 100644 --- a/client/renderers/EGL/shader/cursor_rgb.frag +++ b/client/renderers/EGL/shader/cursor_rgb.frag @@ -1,13 +1,13 @@ #version 300 es +precision mediump float; #include "color_blind.h" -in highp vec2 uv; -out highp vec4 color; +in vec2 uv; +out vec4 color; uniform sampler2D sampler1; -uniform lowp int rotate; uniform int cbMode; void main() diff --git a/client/renderers/EGL/shader/damage.frag b/client/renderers/EGL/shader/damage.frag index fbb4da76..40e87de4 100644 --- a/client/renderers/EGL/shader/damage.frag +++ b/client/renderers/EGL/shader/damage.frag @@ -1,6 +1,7 @@ #version 300 es +precision mediump float; -out highp vec4 color; +out vec4 color; void main() { diff --git a/client/renderers/EGL/shader/desktop.vert b/client/renderers/EGL/shader/desktop.vert index 8049940c..24c2e163 100644 --- a/client/renderers/EGL/shader/desktop.vert +++ b/client/renderers/EGL/shader/desktop.vert @@ -1,9 +1,10 @@ #version 300 es +precision mediump float; layout(location = 0) in vec2 vertex; -out highp vec2 uv; +out vec2 uv; -uniform highp vec2 desktopSize; +uniform vec2 desktopSize; uniform mat3x2 transform; void main() diff --git a/client/renderers/EGL/shader/desktop_rgb.frag b/client/renderers/EGL/shader/desktop_rgb.frag index 74f26719..3ee2efee 100644 --- a/client/renderers/EGL/shader/desktop_rgb.frag +++ b/client/renderers/EGL/shader/desktop_rgb.frag @@ -1,4 +1,5 @@ #version 300 es +precision mediump float; #define EGL_SCALE_AUTO 0 #define EGL_SCALE_NEAREST 1 @@ -7,16 +8,16 @@ #include "color_blind.h" -in highp vec2 uv; -out highp vec4 color; +in vec2 uv; +out vec4 color; uniform sampler2D sampler1; -uniform int scaleAlgo; -uniform highp ivec2 textureSize; +uniform int scaleAlgo; +uniform ivec2 textureSize; -uniform highp float nvGain; -uniform int cbMode; +uniform float nvGain; +uniform int cbMode; void main() { diff --git a/client/renderers/EGL/shader/splash_bg.frag b/client/renderers/EGL/shader/splash_bg.frag index f5b5e6db..01320b27 100644 --- a/client/renderers/EGL/shader/splash_bg.frag +++ b/client/renderers/EGL/shader/splash_bg.frag @@ -1,7 +1,8 @@ #version 300 es +precision mediump float; -in highp vec3 pos; -out highp vec4 color; +in vec3 pos; +out vec4 color; uniform sampler2D sampler1; diff --git a/client/renderers/EGL/shader/splash_bg.vert b/client/renderers/EGL/shader/splash_bg.vert index c145173c..d16b2546 100644 --- a/client/renderers/EGL/shader/splash_bg.vert +++ b/client/renderers/EGL/shader/splash_bg.vert @@ -1,8 +1,9 @@ #version 300 es +precision mediump float; layout(location = 0) in vec3 vertexPosition_modelspace; -out highp vec3 pos; +out vec3 pos; void main() { diff --git a/client/renderers/EGL/shader/splash_logo.frag b/client/renderers/EGL/shader/splash_logo.frag index 4c7840b6..016e24df 100644 --- a/client/renderers/EGL/shader/splash_logo.frag +++ b/client/renderers/EGL/shader/splash_logo.frag @@ -1,6 +1,7 @@ #version 300 es +precision mediump float; -out highp vec4 color; +out vec4 color; uniform sampler2D sampler1;