| Index: src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| index 47708f370d5d9c3f2f615ad5a6fdb6c82ae073af..54e0b7f9561eded3ab6a2c20cf1fe0e54b004bc8 100644
|
| --- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| +++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| @@ -146,9 +146,10 @@ const char* GrGLSLFragmentShaderBuilder::fragmentPosition() {
|
| // depending on the surrounding code, accessing .xy with a uniform involved can
|
| // do the same thing. Copying gl_FragCoord.xy into a temp vec2 beforehand
|
| // (and only accessing .xy) seems to "fix" things.
|
| - this->codePrependf("\tvec4 %s = vec4(%s.x, %s - %s.y, 1.0, 1.0);\n",
|
| - kCoordName, kTempName, rtHeightName, kTempName);
|
| - this->codePrependf("vec2 %s = gl_FragCoord.xy;", kTempName);
|
| + const char* precision = glslCaps->usesPrecisionModifiers() ? "highp " : "";
|
| + this->codePrependf("\t%svec4 %s = vec4(%s.x, %s - %s.y, 1.0, 1.0);\n",
|
| + precision, kCoordName, kTempName, rtHeightName, kTempName);
|
| + this->codePrependf("%svec2 %s = gl_FragCoord.xy;", precision, kTempName);
|
| fSetupFragPosition = true;
|
| }
|
| SkASSERT(fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
|
|
|