diff --git a/ref/gl/gl2_shim/fragment.glsl.inc b/ref/gl/gl2_shim/fragment.glsl.inc index ded1e005..6d3b0af8 100644 --- a/ref/gl/gl2_shim/fragment.glsl.inc +++ b/ref/gl/gl2_shim/fragment.glsl.inc @@ -6,9 +6,14 @@ "#define in varying\n" "#define texture texture2D\n" "#endif\n" -"#if VER >= 130\n" +"#if VER >= 130 || VER == 100\n" "precision mediump float;\n" "#endif\n" +"#if VER == 100\n" +"#define PREC mediump\n" +"#else\n" +"#define PREC\n" +"#endif\n" "#if ATTR_TEXCOORD0\n" "uniform sampler2D uTex0;\n" "#endif\n" @@ -19,20 +24,20 @@ "uniform float uAlphaTest;\n" "#endif\n" "#if FEAT_FOG\n" -"uniform vec4 uFog;\n" +"uniform PREC vec4 uFog;\n" "#endif\n" -"uniform vec4 uColor;\n" +"uniform PREC vec4 uColor;\n" "#if ATTR_COLOR\n" -"in vec4 vColor;\n" +"in PREC vec4 vColor;\n" "#endif\n" "#if ATTR_TEXCOORD0\n" -"in vec2 vTexCoord0;\n" +"in PREC vec2 vTexCoord0;\n" "#endif\n" "#if ATTR_TEXCOORD1\n" -"in vec2 vTexCoord1;\n" +"in PREC vec2 vTexCoord1;\n" "#endif\n" "#if ATTR_NORMAL\n" -"in vec2 vNormal;\n" +"in PREC vec2 vNormal;\n" "#endif\n" "#if VER >= 300\n" "out vec4 oFragColor;\n" @@ -42,9 +47,9 @@ "void main()\n" "{\n" "#if ATTR_COLOR\n" -"vec4 c = vColor;\n" +"PREC vec4 c = vColor;\n" "#else\n" -"vec4 c = uColor;\n" +"PREC vec4 c = uColor;\n" "#endif\n" "#if ATTR_TEXCOORD0\n" "c = c * texture(uTex0, vTexCoord0);\n" diff --git a/ref/gl/gl2_shim/gl2_shim.c b/ref/gl/gl2_shim/gl2_shim.c index ff71d654..2569ee6b 100644 --- a/ref/gl/gl2_shim/gl2_shim.c +++ b/ref/gl/gl2_shim/gl2_shim.c @@ -583,7 +583,7 @@ int GL2_ShimInit( void ) gl2wrap_config.version = 310; if( gEngfuncs.Sys_CheckParm("-minshaders") ) - gl2wrap_config.version = 110; + gl2wrap_config.version = 100; if(gl2wrap_config.buf_storage) gl2wrap_config.incremental = true, gl2wrap_config.vao_mandatory = true; if(!pglBindVertexArray || !gl2wrap_config.vao_mandatory) @@ -658,7 +658,11 @@ int GL2_ShimInit( void ) { gl2wrap_config.version = 110; if(!GL2_InitProgs()) - gEngfuncs.Host_Error("Failed to compile shaders!\n"); + { + gl2wrap_config.version = 100; + if(!GL2_InitProgs()) + gEngfuncs.Host_Error("Failed to compile shaders!\n"); + } } }