use high on painting shaders

This commit is contained in:
2019-03-05 10:21:49 +01:00
parent 317292318a
commit 9e26c67de6
13 changed files with 111 additions and 111 deletions

View File

@@ -20,14 +20,14 @@ void main()
uniform sampler2D tex;
uniform sampler2D tex_alpha;
uniform sampler2D tex_bg;
uniform mediump float alpha;
uniform highp float alpha;
uniform int blend_mode;
in mediump vec2 uv;
in highp vec2 uv;
#if defined(GL_EXT_shader_framebuffer_fetch)
inout highp vec4 frag;
#else
out mediump vec4 frag;
out highp vec4 frag;
#endif
void main()
@@ -38,15 +38,15 @@ void main()
#elif defined(GL_ARM_shader_framebuffer_fetch)
highp vec4 bg = gl_LastFragColorARM;
#else
mediump vec4 bg = texture(tex_bg, uv);
highp vec4 bg = texture(tex_bg, uv);
#endif
mediump vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);
highp vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);
if (fg.a == 0.0)
{
frag = bg;
return;
}
mediump vec4 blended = blend(bg, fg, blend_mode);
highp vec4 blended = blend(bg, fg, blend_mode);
frag = vec4(blended.rgb, blended.a * alpha);
}