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authorKunal Agarwal <kunalagarwal1072002@gmail.com>2022-06-29 00:42:38 +0530
committerLaurent Pinchart <laurent.pinchart@ideasonboard.com>2022-07-22 19:44:52 +0300
commit5bb87f0f3a3876b8cc9331e881155467a7474a2a (patch)
tree6ac23392d0b34e807e75da8f465a1235eed0c032 /src/qcam
parentd010a51aa45e1f9c00854a9a3ab90fcc451baed7 (diff)
qcam: assets: shader: bayer_8.frag: Add precision
The OpenGL ES shading language has no default precision declared implicitly for floats in fragment shaders. The lack of an explicit default precision results in shader compilation errors. Specify a default precision of mediump for floats. This matches the other fragment shaders, and is guaranteed by the OpenGL ES shader language specification to be supported by all devices, while the higher precision highp is optional. Signed-off-by: Kunal Agarwal <kunalagarwal1072002@gmail.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Diffstat (limited to 'src/qcam')
-rw-r--r--src/qcam/assets/shader/bayer_8.frag3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/qcam/assets/shader/bayer_8.frag b/src/qcam/assets/shader/bayer_8.frag
index 4ece44ab..7e35ca88 100644
--- a/src/qcam/assets/shader/bayer_8.frag
+++ b/src/qcam/assets/shader/bayer_8.frag
@@ -15,6 +15,9 @@ Copyright (C) 2021, Linaro
*/
//Pixel Shader
+#ifdef GL_ES
+precision mediump float;
+#endif
/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
uniform sampler2D tex_y;