On 25 October 2011 17:08, Kenneth Graunke wrote:
> On 10/25/2011 04:47 PM, Paul Berry wrote:
> > Previously, the vertex and fragment shader back-ends assumed that all
> > varyings were floats. In GLSL 1.30 this is no longer true--they can
> > also be of integral types provided that they have an
On 10/25/2011 04:47 PM, Paul Berry wrote:
> Previously, the vertex and fragment shader back-ends assumed that all
> varyings were floats. In GLSL 1.30 this is no longer true--they can
> also be of integral types provided that they have an interpolation
> qualifier of "flat".
>
> This required two
Previously, the vertex and fragment shader back-ends assumed that all
varyings were floats. In GLSL 1.30 this is no longer true--they can
also be of integral types provided that they have an interpolation
qualifier of "flat".
This required two changes in each back-end: assigning the correct type