|
@@ -36,7 +36,7 @@ uniform vec2 normal_flip;
|
|
|
#endif
|
|
|
|
|
|
#ifdef USE_SHADOWS
|
|
|
-highp varying vec2 pos;
|
|
|
+varying highp vec2 pos;
|
|
|
#endif
|
|
|
|
|
|
#endif
|
|
@@ -161,11 +161,11 @@ varying vec4 local_rot;
|
|
|
|
|
|
#ifdef USE_SHADOWS
|
|
|
|
|
|
-uniform sampler2D shadow_texture;
|
|
|
+uniform highp sampler2D shadow_texture;
|
|
|
uniform float shadow_attenuation;
|
|
|
|
|
|
uniform highp mat4 shadow_matrix;
|
|
|
-highp varying vec2 pos;
|
|
|
+varying highp vec2 pos;
|
|
|
uniform float shadowpixel_size;
|
|
|
|
|
|
#ifdef SHADOW_ESM
|
|
@@ -292,12 +292,12 @@ LIGHT_SHADER_CODE
|
|
|
}
|
|
|
|
|
|
|
|
|
- vec4 s = shadow_matrix * vec4(point,0.0,1.0);
|
|
|
+ highp vec4 s = shadow_matrix * highp vec4(point,0.0,1.0);
|
|
|
s.xyz/=s.w;
|
|
|
su=s.x*0.5+0.5;
|
|
|
sz=s.z*0.5+0.5;
|
|
|
|
|
|
- float shadow_attenuation;
|
|
|
+ highp float shadow_attenuation;
|
|
|
|
|
|
#ifdef SHADOW_PCF5
|
|
|
|