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@@ -298,7 +298,7 @@ float GetDirShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
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return GetDirShadowFade(GetShadow(shadowPos), depth);
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}
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#else
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-float GetDirShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
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+float GetDirShadow(const highp vec4 iShadowPos[NUMCASCADES], float depth)
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{
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return GetDirShadowFade(GetShadow(iShadowPos[0]), depth);
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}
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@@ -335,7 +335,11 @@ float GetDirShadowDeferred(vec4 projWorldPos, vec3 normal, float depth)
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#endif
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#endif
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-float GetShadow(vec4 iShadowPos[NUMCASCADES], float depth)
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+#ifndef GL_ES
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+float GetShadow(const vec4 iShadowPos[NUMCASCADES], float depth)
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+#else
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+float GetShadow(const highp vec4 iShadowPos[NUMCASCADES], float depth)
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+#endif
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{
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#if defined(DIRLIGHT)
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return GetDirShadow(iShadowPos, depth);
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