mirror of https://github.com/minetest/minetest.git
Fix GLES shader precision issues
This commit is contained in:
parent
0ea1ec31fc
commit
c15f4b89d1
|
@ -1,7 +1,7 @@
|
|||
uniform vec4 fogColor;
|
||||
uniform lowp vec4 fogColor;
|
||||
uniform float fogDistance;
|
||||
uniform float fogShadingParameter;
|
||||
varying vec3 eyeVec;
|
||||
varying highp vec3 eyeVec;
|
||||
|
||||
varying lowp vec4 varColor;
|
||||
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
uniform vec4 emissiveColor;
|
||||
uniform lowp vec4 emissiveColor;
|
||||
|
||||
varying lowp vec4 varColor;
|
||||
|
||||
varying vec3 eyeVec;
|
||||
varying highp vec3 eyeVec;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
uniform sampler2D baseTexture;
|
||||
|
||||
uniform vec3 dayLight;
|
||||
uniform vec4 fogColor;
|
||||
uniform lowp vec4 fogColor;
|
||||
uniform float fogDistance;
|
||||
uniform float fogShadingParameter;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
// The cameraOffset is the current center of the visible world.
|
||||
uniform vec3 cameraOffset;
|
||||
uniform highp vec3 cameraOffset;
|
||||
uniform float animationTimer;
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
// shadow texture
|
||||
|
@ -44,11 +44,8 @@ varying mediump vec2 varTexCoord;
|
|||
#else
|
||||
centroid varying vec2 varTexCoord;
|
||||
#endif
|
||||
varying vec3 eyeVec;
|
||||
varying highp vec3 eyeVec;
|
||||
varying float nightRatio;
|
||||
varying vec3 tsEyeVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 tsLightVec;
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@ uniform vec3 dayLight;
|
|||
uniform vec3 eyePosition;
|
||||
|
||||
// The cameraOffset is the current center of the visible world.
|
||||
uniform vec3 cameraOffset;
|
||||
uniform highp vec3 cameraOffset;
|
||||
uniform float animationTimer;
|
||||
|
||||
varying vec3 vNormal;
|
||||
|
@ -44,7 +44,7 @@ centroid varying vec2 varTexCoord;
|
|||
|
||||
varying float area_enable_parallax;
|
||||
|
||||
varying vec3 eyeVec;
|
||||
varying highp vec3 eyeVec;
|
||||
varying float nightRatio;
|
||||
// Color of the light emitted by the light sources.
|
||||
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
uniform sampler2D baseTexture;
|
||||
|
||||
uniform vec3 dayLight;
|
||||
uniform vec4 fogColor;
|
||||
uniform lowp vec4 fogColor;
|
||||
uniform float fogDistance;
|
||||
uniform float fogShadingParameter;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
// The cameraOffset is the current center of the visible world.
|
||||
uniform vec3 cameraOffset;
|
||||
uniform highp vec3 cameraOffset;
|
||||
uniform float animationTimer;
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
// shadow texture
|
||||
|
@ -44,7 +44,7 @@ varying mediump vec2 varTexCoord;
|
|||
#else
|
||||
centroid varying vec2 varTexCoord;
|
||||
#endif
|
||||
varying vec3 eyeVec;
|
||||
varying highp vec3 eyeVec;
|
||||
varying float nightRatio;
|
||||
|
||||
varying float vIDiff;
|
||||
|
|
|
@ -2,9 +2,7 @@ uniform mat4 mWorld;
|
|||
uniform vec3 dayLight;
|
||||
uniform vec3 eyePosition;
|
||||
uniform float animationTimer;
|
||||
uniform vec4 emissiveColor;
|
||||
uniform vec3 cameraOffset;
|
||||
|
||||
uniform lowp vec4 emissiveColor;
|
||||
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vPosition;
|
||||
|
@ -33,7 +31,7 @@ centroid varying vec2 varTexCoord;
|
|||
varying float perspective_factor;
|
||||
#endif
|
||||
|
||||
varying vec3 eyeVec;
|
||||
varying highp vec3 eyeVec;
|
||||
varying float nightRatio;
|
||||
// Color of the light emitted by the light sources.
|
||||
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
uniform vec4 emissiveColor;
|
||||
uniform lowp vec4 emissiveColor;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue