Revision 2e7ad49f
Added by Leszek Koltunski almost 8 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float; |
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uniform vec3 u_objD; // half of object width x half of object height X half the depth; |
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// point (0,0,0) is the center of the object |
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src/main/res/raw/post_vertex_shader.glsl | ||
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float; |
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uniform vec2 u_objD; // object width X object height. |
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// point (0,0) is the center of the object |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
src/main/res/raw/test_vertex_shader.glsl | ||
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float; |
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uniform vec2 u_objD; // object width X object height. |
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// point (0,0) is the center of the object |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
Also available in: Unified diff
Define float precision in Vertex Shaders to the same like in Fragment Shaders.