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opengl: Implement GlslHighpSupported for iOS
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@ -12,6 +12,8 @@
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// See the License for the specific language governing permissions and
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// limitations under the License.
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// TODO: Can we unify this into driver_openal.go?
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// +build ios darwin,arm darwin,arm64
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// +build ios darwin,arm darwin,arm64
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package driver
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package driver
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@ -256,8 +256,9 @@ func (c *Context) DeleteShader(s Shader) {
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}
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}
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func (c *Context) GlslHighpSupported() bool {
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func (c *Context) GlslHighpSupported() bool {
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// TODO: Fix this
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gl := c.gl
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return false
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_, _, precision := gl.GetShaderPrecisionFormat(mgl.FRAGMENT_SHADER, mgl.HIGH_FLOAT)
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return precision != 0
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}
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}
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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