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Vertex shader inputs and fragment shader outputs can only be single-precision values. From GL_ARB_gpu_shader_fp64 spec: "Modify Section 4.3.4, Inputs, p. 31 (modify third paragraph of the section, p. 31) ... Vertex shader inputs can only be single-precision floating-point scalars, vectors, or matrices, or signed and unsigned integers and integer vectors. Vertex shader inputs can also form arrays of these types, but not structures." "Modify Section 4.3.6, Outputs, p. 33 (modify third paragraph of the section, p. 33) They can only be float, double, single- or double-precision floating-point vectors or matrices, signed or unsigned integers or integer vectors, or arrays or structures of any these. (modify last paragraph, p. 33) ... Fragment outputs can only be float, single-precision floating-point vectors, signed or unsigned integers or integer vectors, or arrays of these. ..." Contributed by Andres Gomez. Acked-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Eduardo Lima Mitev <elima@igalia.com> Signed-off-by: Andres Gomez <agomez@igalia.com>
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