Use high precission floats in shaders
@@ -732,7 +732,7 @@ pub fn shader_from_source(
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
- let header = "#version 300 es\nprecision mediump float;\n";
+ let header = "#version 300 es\nprecision highp float;\n";
let s: &str = &[header, source].concat();
gl.shader_source(&shader, s);
gl.compile_shader(&shader);
@@ -757,7 +757,7 @@ pub fn shader_from_source(
shader_type: types::GLenum
) -> Result<Shader, String>
{
- let header = "#version 330 core\nprecision mediump float;\n";
+ let header = "#version 330 core\nprecision highp float;\n";
let s: &str = &[header, source].concat();
use std::ffi::{CStr, CString};
