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Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision floats. (#4463)

This commit is contained in:
Nicolas Noble 2021-08-23 15:03:22 +02:00 committed by ocornut
parent d79ca9b0b6
commit e3e1fbcf02
2 changed files with 4 additions and 1 deletions

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@ -14,6 +14,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
@ -625,7 +626,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision mediump float;\n"
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"

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@ -38,6 +38,8 @@ HOW TO UPDATE?
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84.2
- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse]
- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision
floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble]
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