From acf78c591ef90b114e316e90295218fe53b034cb Mon Sep 17 00:00:00 2001 From: seungho Date: Mon, 16 May 2022 22:54:41 +0900 Subject: [PATCH] Make highp for some variable for 3d model shader Change-Id: Iecff23b041466ef4d9086989813da85715a2c115 Signed-off-by: seungho --- .../graphics/shaders/default-physically-based-shader.vert | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/dali-scene-loader/internal/graphics/shaders/default-physically-based-shader.vert b/dali-scene-loader/internal/graphics/shaders/default-physically-based-shader.vert index f4778cb..2bae244 100644 --- a/dali-scene-loader/internal/graphics/shaders/default-physically-based-shader.vert +++ b/dali-scene-loader/internal/graphics/shaders/default-physically-based-shader.vert @@ -58,7 +58,7 @@ uniform int uBlendShapeComponentSize; ///< The siz void main() { - vec4 position = vec4(aPosition, 1.0); + highp vec4 position = vec4(aPosition, 1.0); vec3 normal = aNormal; vec3 tangent = aTangent.xyz; @@ -130,7 +130,7 @@ void main() #endif #ifdef SKINNING - mat4 bone = uBone[int(aJoints.x)] * aWeights.x + + highp mat4 bone = uBone[int(aJoints.x)] * aWeights.x + uBone[int(aJoints.y)] * aWeights.y + uBone[int(aJoints.z)] * aWeights.z + uBone[int(aJoints.w)] * aWeights.w; @@ -139,12 +139,12 @@ void main() tangent = (bone * vec4(tangent, 0.0)).xyz; #endif - vec4 positionW = uModelMatrix * position; - vec4 positionV = uViewMatrix * positionW; + highp vec4 positionW = uModelMatrix * position; + highp vec4 positionV = uViewMatrix * positionW; vPositionToCamera = transpose(mat3(uViewMatrix)) * -vec3(positionV.xyz / positionV.w); - lowp vec3 bitangent = cross(normal, tangent); + vec3 bitangent = cross(normal, tangent); #ifdef VEC4_TANGENT bitangent *= aTangent.w; #endif -- 2.7.4