From 370c3fbd4d04bf94b9d7887273b7f50326a05cf8 Mon Sep 17 00:00:00 2001 From: Daniel Svensson Date: Sat, 17 Oct 2020 20:07:07 +0200 Subject: [PATCH] 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 --- wezterm/src/gui/fragment.glsl | 2 +- wezterm/src/gui/vertex.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/wezterm/src/gui/fragment.glsl b/wezterm/src/gui/fragment.glsl index 15a8427cd..de3063075 100644 --- a/wezterm/src/gui/fragment.glsl +++ b/wezterm/src/gui/fragment.glsl @@ -1,4 +1,4 @@ -precision mediump float; +precision highp float; in vec2 o_tex; in vec4 o_fg_color; diff --git a/wezterm/src/gui/vertex.glsl b/wezterm/src/gui/vertex.glsl index e635b14a3..4e520be80 100644 --- a/wezterm/src/gui/vertex.glsl +++ b/wezterm/src/gui/vertex.glsl @@ -1,4 +1,4 @@ -precision mediump float; +precision highp float; in vec2 position; in vec2 adjust; in vec2 tex;