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mirror of https://github.com/wez/wezterm.git synced 2024-09-20 19:27:22 +03:00

wezterm: Use high precision floats in glsl.

Using mediump precision in fragment and vertex shaders resulted in rendering
artifacts for fonts when running on NVIDIA GeForce GTX 1650.

fixes #295
This commit is contained in:
Daniel Svensson 2020-10-17 20:07:07 +02:00 committed by Wez Furlong
parent 6c5a996423
commit 370c3fbd4d
2 changed files with 2 additions and 2 deletions

View File

@ -1,4 +1,4 @@
precision mediump float;
precision highp float;
in vec2 o_tex;
in vec4 o_fg_color;

View File

@ -1,4 +1,4 @@
precision mediump float;
precision highp float;
in vec2 position;
in vec2 adjust;
in vec2 tex;