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