+++ /dev/null
-From 66dab98c3f42eb70a4c6761a8694e374b8578e99 Mon Sep 17 00:00:00 2001
-From: Prabhu Sundararaj <prabhu.sundararaj@freescale.com>
-Date: Thu, 8 May 2014 09:27:04 -0700
-Subject: [PATCH] Fix to match the uniform precision qualifiers in vertex and
- fragment shaders
-
-When the vertex and fragment shaders are linked together, then they will
-share a single global uniform name space. Hence, types and precisions of
-uniforms with the same name must match across all shaders that are linked
-into a single executable.
-
-As per GLSL_ES_Specification_3.00.3.pdf
-Page 124 12.3 Numeric Precision
-The fragment language has no default precision qualifier for floating point types.
-Hence for float, floating point vector and matrix variable declarations, either
-the declaration must include a precision qualifier or the default float
-precision must have been previously declared.
-
-Upstream-Status: Submitted [https://bugs.webkit.org/show_bug.cgi?id=124653#c9]
-
-Change-Id: I4eb3363b3bca8bc3c839212ec7c966201a3e65e2
-Signed-off-by: Prabhu Sundararaj <prabhu.sundararaj@freescale.com>
----
- Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp | 2 +-
- 1 file changed, 1 insertion(+), 1 deletion(-)
-
-diff --git a/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp b/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp
-index f4b9a7e..7e991bf 100644
---- a/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp
-+++ b/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp
-@@ -208,7 +208,7 @@ static const char* fragmentTemplate =
- ANTIALIASING_TEX_COORD_DIRECTIVE
- BLUR_CONSTANTS
- STRINGIFY(
-- precision mediump float;
-+ precision highp float;
- uniform SamplerType s_sampler;
- uniform sampler2D s_contentTexture;
- uniform float u_opacity;
---
-1.9.1
-