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Specify precision in monitor fragment shader

Some people run Minecraft on OpenGL ES GPUs via the gl4es translation
bridge. This sets the default precision for floats and ints, but not
usamplerBuffer.

Using lowp should be fine here (we don't need to encode much info!), but
we use mediump just in case. Have run this through the Mali Offline
compiler, and it seems fine with it.

Fixes #2127.
This commit is contained in:
Jonathan Coates 2025-03-03 10:09:54 +00:00
parent f8785a092f
commit a892739f8e
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@ -10,7 +10,7 @@
#define FONT_HEIGHT 9.0
uniform sampler2D Sampler0; // Font
uniform usamplerBuffer Tbo;
uniform mediump usamplerBuffer Tbo;
layout(std140) uniform MonitorData {
vec3 Palette[16];