From a892739f8eb87fb078dedae07d8c8614b9d6da4b Mon Sep 17 00:00:00 2001 From: Jonathan Coates Date: Mon, 3 Mar 2025 10:09:54 +0000 Subject: [PATCH] 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. --- .../assets/minecraft/shaders/core/computercraft/monitor_tbo.fsh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/common/src/main/resources/assets/minecraft/shaders/core/computercraft/monitor_tbo.fsh b/projects/common/src/main/resources/assets/minecraft/shaders/core/computercraft/monitor_tbo.fsh index 85e91499b..d65cb78d6 100644 --- a/projects/common/src/main/resources/assets/minecraft/shaders/core/computercraft/monitor_tbo.fsh +++ b/projects/common/src/main/resources/assets/minecraft/shaders/core/computercraft/monitor_tbo.fsh @@ -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];