cogl-shader-boilerplate: Specify default precision earlier
authorNeil Roberts <neil@linux.intel.com>
Tue, 8 Mar 2011 12:53:41 +0000 (12:53 +0000)
committerNeil Roberts <neil@linux.intel.com>
Tue, 8 Mar 2011 13:21:24 +0000 (13:21 +0000)
In 9ff04e8a99 the builtin uniforms were moved to the common shader
boilerplate. However the common boilerplate is positioned before the
default precision specifier on GLES2 so it would fail to compile
because the uniforms end up with no precision in the fragment
shader. This patch just moves the precision specifier to above the
common boilerplate.

clutter/cogl/cogl/cogl-shader-boilerplate.h

index db7a6b3..3a23de1 100644 (file)
   "attribute vec3 cogl_normal_in;\n"
 
 #define _COGL_FRAGMENT_SHADER_BOILERPLATE \
-  _COGL_COMMON_SHADER_BOILERPLATE \
   "#if __VERSION__ == 100\n" \
   "precision highp float;\n" \
   "#endif\n" \
+  _COGL_COMMON_SHADER_BOILERPLATE \
   "\n" \
   "varying vec4 _cogl_color;\n" \
   "\n" \