[Tizen] Change precision of position related uniform of 3D shader to highp 31/312431/2 accepted/tizen_7.0_unified accepted/tizen/7.0/unified/20240612.013000
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 06:00:43 +0000 (15:00 +0900)
Change-Id: I9d4d0afe93172113e7de03acdb54f6b0b1c37e5f
Signed-off-by: Seungho Baek <sbsh.baek@samsung.com>
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert

index b572877..c058b44 100644 (file)
@@ -5,11 +5,7 @@
 
 #define MORPH defined(MORPH_POSITION) || defined(MORPH_NORMAL) || defined(MORPH_TANGENT)
 
-#ifdef HIGHP
-  precision highp float;
-#else
-  precision mediump float;
-#endif
+precision highp float;
 
 INPUT vec3 aPosition;
 INPUT vec2 aTexCoord;
@@ -36,20 +32,20 @@ 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
 INPUT vec4 aJoints;
 INPUT vec4 aWeights;
 #define MAX_BONES 80
-uniform mat4 uBone[MAX_BONES];
+uniform highp mat4 uBone[MAX_BONES];
 uniform mediump vec3 uYDirection;
 #endif