Josh Posted March 2, 2013 Posted March 2, 2013 If you develop your shader on PC or Mac, you can just copy and paste the code into the OpenGLES code boxes and add "highp" in front of every float variable declaration. You can hit F5 to test the shader out and if there are any compile errors they will be shown. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted March 2, 2013 Author Posted March 2, 2013 Or the even easier way, just add this at the top of the code: precision highp float; Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Matthew Nicholls Posted March 2, 2013 Posted March 2, 2013 Do you use the OpenGL ES 2.0 API specification on Android? Or is there a lot of LW specific code that would stop me using the shaders in another programs? As I might be interested in getting LW3 with android support, if I can use it to test some shader designs. Quote
shadmar Posted March 2, 2013 Posted March 2, 2013 Thx for the tip. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
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