Fixes OpenGL ES rendering.
sampler2DArray doesn't have a default precision, so we need to set it ourselves.
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@ -519,6 +519,7 @@ void ProgramShaderCache::CreateHeader()
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// Precision defines for GLSL ES
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"%s\n"
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"%s\n"
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"%s\n"
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// Silly differences
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"#define float2 vec2\n"
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@ -551,6 +552,7 @@ void ProgramShaderCache::CreateHeader()
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, v>=GLSLES_300 ? "precision highp float;" : ""
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, v>=GLSLES_300 ? "precision highp int;" : ""
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, v>=GLSLES_300 ? "precision highp sampler2DArray;" : ""
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENTEXTURESIZE) ? "#define textureSize(x, y) ivec2(1, 1)" : ""
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, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "#define centroid" : ""
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