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Re: Whats the correct way to handle OpenGL Extensions in Shader Source

Posted by Pete on Mar 18, 2016; 11:36am
URL: https://forum.jogamp.org/Whats-the-correct-way-to-handle-OpenGL-Extensions-in-Shader-Source-tp4036517p4036518.html

Indeed the definition has been preceded by the default precision modifiers - here is the source - now dumped whenever a link exception occurs:

W/System.err(18750): --------------------------------------------------------------
W/System.err(18750): Shader #0/1 name 11
W/System.err(18750): --------------------------------------------------------------
W/System.err(18750):    0: // Segment 0/1:
W/System.err(18750):    1:
W/System.err(18750):    2: precision highp float;
W/System.err(18750):    3: precision highp int;
W/System.err(18750):    4: /*precision lowp sampler2D;*/
W/System.err(18750):    5: /*precision lowp samplerCube;*/
W/System.err(18750):    6: #extension GL_OES_EGL_image_external : require
W/System.err(18750):    7:
W/System.err(18750):    8: uniform samplerExternalOES texture;
..