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