Add precision to view_index
This commit is contained in:
parent
e5b32eda8d
commit
34d9b6140b
@ -6,6 +6,9 @@
|
|||||||
#define mediump
|
#define mediump
|
||||||
#define highp
|
#define highp
|
||||||
#else
|
#else
|
||||||
|
// Default to high precision variables for the vertex shader.
|
||||||
|
// Note that the fragment shader however may default to mediump on mobile for performance,
|
||||||
|
// and thus shared uniforms should use a specifier to be consistent in both shaders.
|
||||||
precision highp float;
|
precision highp float;
|
||||||
precision highp int;
|
precision highp int;
|
||||||
#endif
|
#endif
|
||||||
@ -97,7 +100,7 @@ uniform float light_bias;
|
|||||||
uniform float light_normal_bias;
|
uniform float light_normal_bias;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
uniform int view_index;
|
uniform highp int view_index;
|
||||||
|
|
||||||
//
|
//
|
||||||
// varyings
|
// varyings
|
||||||
@ -703,6 +706,7 @@ VERTEX_SHADER_CODE
|
|||||||
#define mediump
|
#define mediump
|
||||||
#define highp
|
#define highp
|
||||||
#else
|
#else
|
||||||
|
// On mobile devices we want to default to medium precision to increase performance in the fragment shader.
|
||||||
#if defined(USE_HIGHP_PRECISION)
|
#if defined(USE_HIGHP_PRECISION)
|
||||||
precision highp float;
|
precision highp float;
|
||||||
precision highp int;
|
precision highp int;
|
||||||
@ -730,7 +734,7 @@ uniform highp mat4 projection_inverse_matrix;
|
|||||||
uniform highp mat4 world_transform;
|
uniform highp mat4 world_transform;
|
||||||
|
|
||||||
uniform highp float time;
|
uniform highp float time;
|
||||||
uniform int view_index;
|
uniform highp int view_index;
|
||||||
|
|
||||||
uniform highp vec2 viewport_size;
|
uniform highp vec2 viewport_size;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user