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Do not set mediump precision on vertex shaders #8628

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greggman
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vertex shaders in webgl default to highp

#8627

vertex shaders in webgl default to highp
@kripken
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kripken commented May 17, 2019

cc @kenrussell @kainino0x @juj

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This looks correct to me, but I also don't know why this code was written in the first place.

Can you remove ensurePrecision as well? It seems unused.

@greggman
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ensurePrecision was used for both vertex and fragment shaders. This PR removes its usage for vertex shaders where it's not needed.

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Ah, sorry, I tried to search for other usages and I failed. LGTM

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juj commented May 18, 2019

This looks correct to me, but I also don't know why this code was written in the first place.

This change relates to legacy GL emulation, where source fragment shaders may come in without a precision qualifier, but in WebGL fragment shaders, precision qualifiers are mandatory. So to emulate, one is added automatically.

LGTM to remove the precision qualifier from WebGL vertex shaders, that is not required (unlike WebGL fragment shaders do)

@kripken kripken merged commit 3b624cf into emscripten-core:incoming May 21, 2019
@greggman greggman deleted the glsles-not-vertex-shader-mediump branch May 24, 2019 03:46
belraquib pushed a commit to belraquib/emscripten that referenced this pull request Dec 23, 2020
…ipten-core#8628)

Vertex shaders in webgl default to highp. And vertex shaders (unlike fragment shaders) do not need a precision, so we don't need to add one there.
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4 participants