Am 14.03.2016 um 17:35 schrieb Chris Hanson:

    Can't you try some other GLES applications(plain OpenGL-ES without
    OSG) and check their shader code? I believe there is a problem
    with your system/driver, as there is no need to explicitly issuing
    the precision in normal cases.


  I thought some drivers were more strict about this?
I remember having some embedded GLES drivers having fits until we added precision qualifiers, and maybe some desktop ones did at some point too.
That would be strange but not impossible in the world of OpenGL-Drivers ;-)
I read the OpenGL ES shading language as "you don't need to put precision qualifiers unless" (Any floating point ... can have the type preceeded 4.7.3 "Precision Qualifiers") followed by the 4.7.4 which seems to explain it. There are deafult precisions for float in the vertex shader, but not in the fragment shader

"The fragment language has no default precision qualifier for floating point types. Hence for float, floating point vector and matrix variable declarations, either the declaration must include a precision qualifier or the default float precision must have been previously declared. Similarly, there is no default precision qualifier for any of the image types, or any of the following sampler types in any of the languages:"

So basically I always had the luck to have sloppy drivers :-) and one must indeed add the precision qualifiers or define the default precision.

Cheers
Sebastian.




--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/
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