Fix text distortion on mobile devices/browsers with `glow` backend (#6893)
<!-- Please read the "Making a PR" section of [`CONTRIBUTING.md`](https://github.com/emilk/egui/blob/master/CONTRIBUTING.md) before opening a Pull Request! * Keep your PR:s small and focused. * The PR title is what ends up in the changelog, so make it descriptive! * If applicable, add a screenshot or gif. * If it is a non-trivial addition, consider adding a demo for it to `egui_demo_lib`, or a new example. * Do NOT open PR:s from your `master` branch, as that makes it hard for maintainers to test and add commits to your PR. * Remember to run `cargo fmt` and `cargo clippy`. * Open the PR as a draft until you have self-reviewed it and run `./scripts/check.sh`. * When you have addressed a PR comment, mark it as resolved. Please be patient! I will review your PR, but my time is limited! --> Did not test on platforms other than my phone, but I can't imagine it causing problems. AFAIK if highp isn't supported then `precision highp float;` needs to still not cause the program to fail to link/compile or anything; it should just silently use some other precision. * Fixes https://github.com/emilk/egui/issues/4268 for me but I only tested it on a native Android app and I don't know whether backends other than glow are affected. * [x] I have followed the instructions in the PR template (but the change is trivial so I'm just doing it from the master branch) Before:  After: 
This commit is contained in:
parent
f3611e3e5a
commit
6c922f72a8
|
|
@ -1,5 +1,11 @@
|
|||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
// To avoid weird distortion issues when rendering text etc, we want highp if possible.
|
||||
// But apparently some devices don't support it, so we have to check first.
|
||||
#if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform sampler2D u_sampler;
|
||||
|
|
|
|||
|
|
@ -9,7 +9,13 @@
|
|||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
// To avoid weird distortion issues when rendering text etc, we want highp if possible.
|
||||
// But apparently some devices don't support it, so we have to check first.
|
||||
#if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform vec2 u_screen_size;
|
||||
|
|
|
|||
Loading…
Reference in New Issue