Use the invariant keyword on gl_Position on GLSL 1.20 or higher and GLSL ES
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 6 Aug 2017 15:33:55 +0000 (15:33 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 6 Aug 2017 15:33:55 +0000 (15:33 +0000)
commit72ae17123314e96c86e46ffd31426f1ed4a308a1
treea6532efc6b3c5e07cf18bdec42f10becfb9e4fb7
parent50312b15cfb7bd198d25aef3e999effe67e67b4e
Use the invariant keyword on gl_Position on GLSL 1.20 or higher and GLSL ES
1.00 or higher, this should resolve zfighting between light polygons and
base surfaces.

A long long time ago this was using ftransform() which ensured invariance but use of the invariant keyword was not added when we switched away from that.

Thanks for the bug report:
https://www.reddit.com/r/quake/comments/6rwwm5/need_some_help_getting_quake_running_with/

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12336 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
shader_glsl.h