diff --git a/client/shaders/cloud_shader/opengl_fragment.glsl b/client/shaders/cloud_shader/opengl_fragment.glsl index fe416d121..d47173ce0 100644 --- a/client/shaders/cloud_shader/opengl_fragment.glsl +++ b/client/shaders/cloud_shader/opengl_fragment.glsl @@ -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; diff --git a/client/shaders/cloud_shader/opengl_vertex.glsl b/client/shaders/cloud_shader/opengl_vertex.glsl index 4bc6eb65e..3f2e7d9b3 100644 --- a/client/shaders/cloud_shader/opengl_vertex.glsl +++ b/client/shaders/cloud_shader/opengl_vertex.glsl @@ -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) { diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 0e75efedf..dc796672f 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -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 diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 813a5f76b..ccfe88dee 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -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); diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index 61e00485b..a3580f748 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -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; diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl index 6a5f500b6..08ae36af5 100644 --- a/client/shaders/object_shader/opengl_vertex.glsl +++ b/client/shaders/object_shader/opengl_vertex.glsl @@ -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); diff --git a/client/shaders/stars_shader/opengl_fragment.glsl b/client/shaders/stars_shader/opengl_fragment.glsl index 209b6dc89..224032fa3 100644 --- a/client/shaders/stars_shader/opengl_fragment.glsl +++ b/client/shaders/stars_shader/opengl_fragment.glsl @@ -1,4 +1,4 @@ -uniform vec4 emissiveColor; +uniform lowp vec4 emissiveColor; void main(void) {