[SOLVED] Unable to Use GLSL Extensions in Fragment Shader

I was able to solve this issue for my app. My solution may not be the best for everyone, but it works for me because I already have precision mediump float; or precision highp float; in my shaders where necessary.

I re-compiled jME3-core with the following change to GLRenderer:

if (source.getType() == ShaderType.Fragment
        && !source.getSource().contains("precision mediump float;")
        && !source.getSource().contains("precision highp float;")) {
    // GLES2 requires precision qualifier.
    stringBuf.append("precision mediump float;\n");
}

Previously this was simply:

if (source.getType() == ShaderType.Fragment) {
    // GLES2 requires precision qualifier.
    stringBuf.append("precision mediump float;\n");
}

P.S. Testing this through Amazon’s app testing service shows green check marks across the board :smiley: