fix segfault.glsl no float precision

This commit is contained in:
Emile Clark-Boman 2026-01-31 11:14:27 +10:00
parent 4a8b395cf2
commit 32e547d724

View file

@ -3,7 +3,8 @@
* But shouldn't return 0.0 or 17.0 (they're exclusive bounds). * But shouldn't return 0.0 or 17.0 (they're exclusive bounds).
* View this shader on shadertoy: https://www.shadertoy.com/view/t3tSRj# * View this shader on shadertoy: https://www.shadertoy.com/view/t3tSRj#
*/ */
// TODO: go through all my TODO items
precision highp float;
/* ==== Text Colouring ==== */ /* ==== Text Colouring ==== */
#define PHOSPHOR_COL vec4(1, 1., 1., 1.) #define PHOSPHOR_COL vec4(1, 1., 1., 1.)
@ -22,8 +23,6 @@ const float noiseSwirlStepValue = noiseSwirlValue / float(noiseSwirlSteps);
const float noiseScale = 1.0; const float noiseScale = 1.0;
const float noiseTimeScale = 0.1; const float noiseTimeScale = 0.1;
precision highp float;
// =================================================================== // ===================================================================
// Library Functions // Library Functions
// //