GLSL lowp: syntax error?

Up through GLSL 1.1 lowp isn't mentioned in the GLSL specs. In GLSL 1.2 (which goes with OpenGL 2.1) lowp is reserved for the implementation. In GLSL 1.3 (which goes with OpenGL lowp started to be allowed (but is meaningless) As such, it appears that whatever you're using on your desktop only recognizes an older version of GLSL.

The obvious fix is to just delete it, or for the desktop, add a macro like: ifdef DESKTOP #define lowp #endif with DESKTOP replaced by some identifier that's defined in whatever environment you're using on your desktop, but not whatever environment you're using for the iPhone.

Up through GLSL 1.1, lowp isn't mentioned in the GLSL specs. In GLSL 1.2 (which goes with OpenGL 2.1) lowp is reserved for the implementation. In GLSL 1.3 (which goes with OpenGL lowp started to be allowed (but is meaningless).

As such, it appears that whatever you're using on your desktop only recognizes an older version of GLSL. The obvious fix is to just delete it, or for the desktop, add a macro like: #ifdef DESKTOP #define lowp #endif with DESKTOP replaced by some identifier that's defined in whatever environment you're using on your desktop, but not whatever environment you're using for the iPhone.

1 actually, if you use newer features of the language, you have to specify as much in the code: #version 130. Otherwise (according to spec), the GL compiler is supposed to compile it as a 110 shader. – Bahbar Feb 9 at 17:07 1 Unfortunately, if you put in #version 130, it will no longer compile on OpenGL/ES.

You'll have to wait for OpenGL/ES 3.0 and OpenGL 4.2 if you want to be able to write a shader that will work on either with a single "#version 300 ES" in the top of the shader – Chris Dodd Feb 10 at 0:44.

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