From 5a7ec92c06a16c9b31576c728a50bd633e132b55 Mon Sep 17 00:00:00 2001 From: Seungho Baek Date: Mon, 10 Jun 2024 14:55:51 +0900 Subject: [PATCH] [Tizen] Change precision of position related uniform of 3D shader to highp Change-Id: I9d4d0afe93172113e7de03acdb54f6b0b1c37e5f Signed-off-by: Seungho Baek --- .../shaders/default-physically-based-shader.vert | 16 ++++++---------- 1 file changed, 6 insertions(+), 10 deletions(-) diff --git a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert index b572877..c058b44 100644 --- a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert +++ b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.vert @@ -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 -- 2.7.4