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<tr class="head" style="border-bottom-width:1px;border-bottom-style:solid;" ><td class="headtd" style="padding:0;padding-top:.2em;" colspan="4">Commit in <b><tt>lxdream/src/pvr2</tt></b></td></tr>
<tr><td><tt><a href="#file1">shaders.glsl</a></tt></td><td id="added" class="headtd2" style="padding-left:.3em;padding-right:.3em; background-color:#ddffdd;" align="right">+3</td><td id="removed" class="headtd2" style="padding-left:.3em;padding-right:.3em; background-color:#ffdddd;" align="right">-5</td><td class="headtd2" style="padding-left:.3em;padding-right:.3em;" nowrap="nowrap">a81130f57df6 -> 204dae47ab7a</td></tr>
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<pre class="comment" style="white-space:-moz-pre-wrap;white-space:-pre-wrap;white-space:-o-pre-wrap;white-space:pre-wrap;word-wrap:break-word;padding:4px;border:1px dashed #000000;background-color:#ffffdd;" >
Add explicit precision (required by ES SL) and remove unnecessary
gl_FragDepth assignments
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<hr /><a name="file1" /><div class="file" style="border:1px solid #eeeeee;margin-top:1em;margin-bottom:1em;" >
<span class="pathname" style="font-family:monospace; float:right;" >lxdream/src/pvr2</span><br />
<div class="fileheader" style="margin-bottom:.5em;" ><big><b>shaders.glsl</b></big> <small id="info" style="color: #888888;" >a81130f57df6 -> 204dae47ab7a</small></div>
<pre class="diff" style="margin:0;" ><small id="info" style="color: #888888;" >--- lxdream/src/pvr2/shaders.glsl
+++ lxdream/src/pvr2/shaders.glsl
@@ -86,7 +86,7 @@
</small></pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" > }
 
 #fragment DEFAULT_FRAGMENT_SHADER
</pre><pre id="removed" class="diff" style="margin:0; background-color:#ffdddd;" >-
</pre><pre id="added" class="diff" style="margin:0; background-color:#ddffdd;" >+precision mediump float;
</pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" > uniform float alpha_ref;
 uniform sampler2D primary_texture;
 uniform sampler2D palette_texture;
</pre><pre class="diff" style="margin:0;" ><small id="info" style="color: #888888;" >@@ -125,7 +125,6 @@
</small></pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" >             } else {
                 gl_FragColor.rgb = mix( main_colour, fog_colour2, -frag_colour2.a );
             }
</pre><pre id="removed" class="diff" style="margin:0; background-color:#ffdddd;" >-       gl_FragDepth = gl_FragCoord.z;
</pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" >         } 
 }
 
</pre><pre class="diff" style="margin:0;" ><small id="info" style="color: #888888;" >@@ -143,13 +142,13 @@
</small></pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" > varying vec2 frag_texcoord;
 void main()
 {
</pre><pre id="removed" class="diff" style="margin:0; background-color:#ffdddd;" >-    gl_Position = view_matrix * vec4(in_vertex.x,in_vertex.y,0<span id="removedchars" style="background-color:#ff9999;font-weight:bolder;" >,1</span>);
</pre><pre id="added" class="diff" style="margin:0; background-color:#ddffdd;" >+    gl_Position = view_matrix * vec4(in_vertex.x,in_vertex.y,0<span id="addedchars" style="background-color:#99ff99;font-weight:bolder;" >.0,1.0</span>);
</pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" >     frag_colour = in_colour;
     frag_texcoord = in_texcoord;
 }
 
 #fragment BASIC_FRAGMENT_SHADER
</pre><pre id="removed" class="diff" style="margin:0; background-color:#ffdddd;" >-
</pre><pre id="added" class="diff" style="margin:0; background-color:#ddffdd;" >+precision mediump float;
</pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" > uniform sampler2D primary_texture;
 varying vec4 frag_colour;
 varying vec2 frag_texcoord;
</pre><pre class="diff" style="margin:0;" ><small id="info" style="color: #888888;" >@@ -158,7 +157,6 @@
</small></pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" > {
        vec4 tex = texture2D( primary_texture, frag_texcoord.xy );
         gl_FragColor.rgb = mix( frag_colour.rgb, tex.rgb, frag_colour.a );
</pre><pre id="removed" class="diff" style="margin:0; background-color:#ffdddd;" >-        gl_FragDepth = gl_FragCoord.z;
</pre><pre id="context" class="diff" style="margin:0; background-color:#eeeeee;" > }
 
 #program basic_shader = BASIC_VERTEX_SHADER BASIC_FRAGMENT_SHADER
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<center><small>Chaos Theory</small></center>
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