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GLES depal (currently disabled): Use high int precision.
Should fix issue mentioned in fb7a63bd11
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@ -174,6 +174,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
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bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
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if (shaderDepal) {
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WRITE(p, "precision highp int;\n");
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}
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const char *shading = "";
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if (glslES30)
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shading = doFlatShading ? "flat" : "";
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