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author | Kunal Agarwal <kunalagarwal1072002@gmail.com> | 2022-06-29 00:42:38 +0530 |
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committer | Laurent Pinchart <laurent.pinchart@ideasonboard.com> | 2022-07-22 19:44:52 +0300 |
commit | 5bb87f0f3a3876b8cc9331e881155467a7474a2a (patch) | |
tree | 6ac23392d0b34e807e75da8f465a1235eed0c032 /utils/ipc/mojo/public/tools/mojom/stable_attribute_unittest.py | |
parent | d010a51aa45e1f9c00854a9a3ab90fcc451baed7 (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 'utils/ipc/mojo/public/tools/mojom/stable_attribute_unittest.py')
0 files changed, 0 insertions, 0 deletions