"}\n";
fs_source = ralloc_asprintf(mem_ctx,
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
"uniform %s texSampler;\n"
"varying vec2 texCoords;\n"
"void main()\n"
_mesa_is_desktop_gl(ctx) ? "130" : "300 es");
fs_source = ralloc_asprintf(mem_ctx,
"#version %s\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
"uniform %s texSampler;\n"
"in vec2 texCoords;\n"
"out vec4 out_color;\n"
" gl_Position = position;\n"
"}\n";
const char *fs_source =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
"uniform vec4 color;\n"
"void main()\n"
"{\n"
const char *fs_int_source =
ralloc_asprintf(shader_source_mem_ctx,
"#version %s\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
"uniform ivec4 color;\n"
"out ivec4 out_color;\n"
"\n"
fs_source = ralloc_asprintf(mem_ctx,
"#extension GL_EXT_texture_array : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
"uniform %s texSampler;\n"
"varying vec3 texCoords;\n"
"void main()\n"
_mesa_is_desktop_gl(ctx) ? "130" : "300 es");
fs_source = ralloc_asprintf(mem_ctx,
"#version %s\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
"uniform %s texSampler;\n"
"in vec3 texCoords;\n"
"out vec4 out_color;\n"