diff --git a/resources/shaders/ES/gouraud.fs b/resources/shaders/ES/gouraud.fs index 9cd4f64832..368a502795 100644 --- a/resources/shaders/ES/gouraud.fs +++ b/resources/shaders/ES/gouraud.fs @@ -1,5 +1,4 @@ #version 100 -#extension GL_NV_fragdepth : enable precision highp float; diff --git a/resources/shaders/ES/mm_contour.fs b/resources/shaders/ES/mm_contour.fs index c5cea3b642..f27e5d38cd 100644 --- a/resources/shaders/ES/mm_contour.fs +++ b/resources/shaders/ES/mm_contour.fs @@ -1,5 +1,4 @@ #version 100 -#extension GL_NV_fragdepth : enable precision highp float; diff --git a/resources/shaders/ES/mm_contour.vs b/resources/shaders/ES/mm_contour.vs index 8d3431bdea..7142a5de69 100644 --- a/resources/shaders/ES/mm_contour.vs +++ b/resources/shaders/ES/mm_contour.vs @@ -8,7 +8,7 @@ attribute vec3 v_position; void main() { - // Add small epsilon to z to solve z-fighting between painted triangles and contour lines. + // Add small epsilon to z to solve z-fighting vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0); clip_position.z -= offset * abs(clip_position.w); gl_Position = clip_position;