Change precision of position related uniform of 3D shader to highp 29/312429/1
authorSeungho Baek <sbsh.baek@samsung.com>
Mon, 10 Jun 2024 05:55:51 +0000 (14:55 +0900)
committerSeungho Baek <sbsh.baek@samsung.com>
Mon, 10 Jun 2024 05:55:51 +0000 (14:55 +0900)
Change-Id: I9d4d0afe93172113e7de03acdb54f6b0b1c37e5f
Signed-off-by: Seungho Baek <sbsh.baek@samsung.com>
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert

index 83be657d00dc2e3faccd7b71450f575422323854..8ee1bf42820a8ea4ddccf1ef2b73548d5153fcc9 100644 (file)
 #define ADD_EXTRA_SKINNING_ATTRIBUTES
 #define ADD_EXTRA_WEIGHTS
 
-#ifdef HIGHP
-  precision highp float;
-#else
-  precision mediump float;
-#endif
+precision highp float;
 
 INPUT vec3 aPosition;
 INPUT vec2 aTexCoord;
@@ -49,20 +45,20 @@ uniform int uBlendShapeGeometryHeight;
 #endif
 
 OUTPUT mediump vec2 vUV;
-OUTPUT lowp mat3 vTBN;
+OUTPUT highp mat3 vTBN;
 OUTPUT lowp vec4 vColor;
 OUTPUT highp vec3 vPositionToCamera;
 
 uniform highp mat4 uViewMatrix;
-uniform mat3 uNormalMatrix;
-uniform mat4 uModelMatrix;
-uniform mat4 uProjection;
+uniform highp mat3 uNormalMatrix;
+uniform highp mat4 uModelMatrix;
+uniform highp mat4 uProjection;
 
 #ifdef SKINNING
 
 #ifdef SL_VERSION_LOW
 #define MAX_BONES 80
-uniform mat4 uBone[MAX_BONES];
+uniform highp mat4 uBone[MAX_BONES];
 #else
 #define MAX_BONES 256
 layout(std140) uniform Bones