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2 changes: 2 additions & 0 deletions source/renderer/VertexFormat.cpp
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@
#include <string.h>
#define __STDC_LIMIT_MACROS
#include <stdint.h>

#include "VertexFormat.hpp"
#include "world/phys/Vec2.hpp"
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2 changes: 2 additions & 0 deletions source/renderer/hal/ogl/ShaderOGL.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,9 @@ void ShaderOGL::finalizeShaderUniforms()

void ShaderOGL::freeCompilerResources()
{
#ifdef USE_GL_SHADER_PRECISION
xglReleaseShaderCompiler();
#endif
glGetError();
}

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2 changes: 1 addition & 1 deletion source/renderer/platform/ogl/ShaderPrecision.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ GLint Precision::_getPrecision(GLenum shaderType, GLenum precisionType)
GLint range[2];
GLint precision = -1;

#if GL_VERSION_4_1
#ifdef USE_GL_SHADER_PRECISION
const gl::Version& glVersion = gl::Version::singleton();
if (glVersion.major >= 4 && glVersion.minor >= 1)
{
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8 changes: 8 additions & 0 deletions thirdparty/GL/GL.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -88,6 +88,12 @@
// use our macro for glOrtho
#endif

#ifndef GL_LOW_FLOAT
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#endif

#if defined(MC_GL_DEBUG_OUTPUT) && !defined(GL_ARB_debug_output)
#undef MC_GL_DEBUG_OUTPUT
#endif
Expand Down Expand Up @@ -169,6 +175,7 @@ bool xglInitted();
#define xglEnableVertexAttribArray glEnableVertexAttribArray
#endif // GL_VERSION_2_0 || GL_ES_VERSION_2_0
#if GL_VERSION_4_1 || GL_ES_VERSION_2_0
#define USE_GL_SHADER_PRECISION
#define xglReleaseShaderCompiler glReleaseShaderCompiler
#define xglGetShaderPrecisionFormat glGetShaderPrecisionFormat
#endif // GL_VERSION_4_1 || GL_ES_VERSION_2_0
Expand Down Expand Up @@ -229,6 +236,7 @@ GLint xglGetAttribLocation(GLuint program, const GLchar* name);
void xglEnableVertexAttribArray(GLuint index);
#endif // GL_VERSION_2_0 || GL_ES_VERSION_2_0
#if GL_VERSION_4_1 || GL_ES_VERSION_2_0
#define USE_GL_SHADER_PRECISION
void xglReleaseShaderCompiler();
void xglGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
#endif
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