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Revision 2e7ad49f

Added by Leszek Koltunski almost 8 years ago

Define float precision in Vertex Shaders to the same like in Fragment Shaders.

View differences:

src/main/res/raw/main_vertex_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
precision lowp float;
21

  
20 22
uniform vec3 u_objD;                 // half of object width x half of object height X half the depth;
21 23
                                     // point (0,0,0) is the center of the object
22 24

  
src/main/res/raw/post_vertex_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
precision lowp float;
21

  
20 22
uniform vec2 u_objD;             // object width X object height.
21 23
                                 // point (0,0) is the center of the object
22 24
uniform mat4 u_MVPMatrix;        // the combined model/view/projection matrix.
src/main/res/raw/test_vertex_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
precision lowp float;
21

  
20 22
uniform vec2 u_objD;             // object width X object height.
21 23
                                 // point (0,0) is the center of the object
22 24
uniform mat4 u_MVPMatrix;        // the combined model/view/projection matrix.

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