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https://github.com/KhronosGroup/glslang
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32c169dbdf
This is part of the change to have desktop shaders respect precision qualifiers on Vulkan, but since the defaults are all highp, and that's different from ES fragment shaders, detect likely cases and warn about them (but being careful to not be too noisy if it's unlikely to be a problem).
9 lines
182 B
GLSL
9 lines
182 B
GLSL
#version 450
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precision mediump int; precision highp float;
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layout(location=1) in highp vec4 v;
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void main (void)
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{
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if (v == vec4(0.1,0.2,0.3,0.4)) discard;
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else return;
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}
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