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opengl: Bug fix: glGetShaderPrecisionFormat returns wrong values on emulators (#239)
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@ -260,6 +260,11 @@ func (c *Context) DeleteShader(s Shader) {
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func (c *Context) GlslHighpSupported() bool {
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func (c *Context) GlslHighpSupported() bool {
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gl := c.gl
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gl := c.gl
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_, _, precision := gl.GetShaderPrecisionFormat(mgl.FRAGMENT_SHADER, mgl.HIGH_FLOAT)
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_, _, precision := gl.GetShaderPrecisionFormat(mgl.FRAGMENT_SHADER, mgl.HIGH_FLOAT)
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// On Android emulators, precision might be a wrong value (#239).
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// TODO: If possible, check if this is running on an emulator.
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if 64 <= precision {
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return false
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}
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return precision != 0
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return precision != 0
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}
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}
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