diff --git a/src/framework/graphics/paintershadersources.h b/src/framework/graphics/paintershadersources.h index 1e5d06a7..1e7db419 100644 --- a/src/framework/graphics/paintershadersources.h +++ b/src/framework/graphics/paintershadersources.h @@ -36,10 +36,10 @@ static const std::string glslMainVertexShader = "\n\ }\n"; static const std::string glslMainWithTexCoordsVertexShader = "\n\ - attribute vec2 textureCoord;\n\ - uniform mat2 textureTransformMatrix;\n\ - varying vec2 textureCoords;\n\ - vec4 calculatePosition();\n\ + attribute highp vec2 textureCoord;\n\ + uniform highp mat2 textureTransformMatrix;\n\ + varying highp vec2 textureCoords;\n\ + highp vec4 calculatePosition();\n\ void main()\n\ {\n\ gl_Position = calculatePosition();\n\ @@ -47,9 +47,9 @@ static const std::string glslMainWithTexCoordsVertexShader = "\n\ }\n"; static std::string glslPositionOnlyVertexShader = "\n\ - attribute vec2 vertexCoord;\n\ - uniform mat3 projectionMatrix;\n\ - vec4 calculatePosition() {\n\ + attribute highp vec2 vertexCoord;\n\ + uniform highp mat3 projectionMatrix;\n\ + highp vec4 calculatePosition() {\n\ return vec4(projectionMatrix * vec3(vertexCoord.xy, 1), 1);\n\ }\n"; @@ -65,12 +65,12 @@ static const std::string glslTextureSrcFragmentShader = "\n\ varying mediump vec2 textureCoords;\n\ uniform lowp vec4 color;\n\ uniform sampler2D texture;\n\ - vec4 calculatePixel() {\n\ + lowp vec4 calculatePixel() {\n\ return texture2D(texture, textureCoords) * color;\n\ }\n"; static const std::string glslSolidColorFragmentShader = "\n\ uniform lowp vec4 color;\n\ - vec4 calculatePixel() {\n\ + lowp vec4 calculatePixel() {\n\ return color;\n\ }\n";