Commit graph

7 commits

Author SHA1 Message Date
Eblo
79bcaf266f
Fix precision issues in vertex shaders
Restore conditional that makes mediump declaration only apply to fragment shaders
This was erroneously removed to make the Lanczos3 shader link properly, but it resulted in vertex shaders incorrectly defaulting to mediump
Add highp precision declaration to Lanczos3 fragment shader so that it can link
2023-11-12 09:27:12 -05:00
Struma
359ccd7a0c make the lanczos shader work on macOS 2023-05-08 04:47:24 -04:00
Struma
94c031b095 Revert to using GL compatibility contexts (and GLES2) 2020-11-16 21:56:19 -05:00
Struma
84fee7ac78 Create 'gl3' build option 2020-02-24 23:25:06 -05:00
Struma
d080513105 Require OpenGL 4.1 (GeForce 400+,Radeon HD5000,Intel HD4000+)
Along with setting a version for macOS to use instead of 2.1,
most if not all Essentials games require a maximum texture size
of at least 16384x16384. OpenGL 4.1 requires this as a minimum.
2020-02-24 22:48:23 -05:00
Struma
827e20db87 Use Core GL context, allow OpenGL3/4 on macOS 2020-02-24 22:29:36 -05:00
Jonas Kulla
a53163660f Shader: Refine preprocessing on GLES platform
Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.

Also manually define low precision for variables that hold
color / alpha values.
2014-12-31 18:52:19 +01:00