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Correct precision in shaders. Follow up 1a9d37053
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1a9d370530
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@ -1082,9 +1082,9 @@ public:
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m_part =
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m_part =
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"highp vec2 clampWrapMirror(in highp vec2 vTexCoord, \n"
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"highp vec2 clampWrapMirror(in highp vec2 vTexCoord, \n"
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" in highp vec2 vWrap, in highp vec2 vClamp, \n"
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" in highp vec2 vWrap, in highp vec2 vClamp, \n"
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" in lowp vec2 vClampEn, in lowp vec2 vMirrorEn ); \n"
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" in lowp vec2 vClampEn, in lowp vec2 vMirrorEn ); \n"
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"lowp vec2[5] textureEngine0(in highp vec2 texCoord); \n"
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"highp vec2[5] textureEngine0(in highp vec2 texCoord); \n"
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"lowp vec2[5] textureEngine1(in highp vec2 texCoord); \n"
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"highp vec2[5] textureEngine1(in highp vec2 texCoord); \n"
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;
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;
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}
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}
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};
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};
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@ -2433,8 +2433,8 @@ public:
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"highp vec2 wrap2D(in highp vec2 tc, in highp float width) \n"
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"highp vec2 wrap2D(in highp vec2 tc, in highp float width) \n"
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"{ \n"
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"{ \n"
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" float div = floor(tc.s/width); \n"
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" highp float div = floor(tc.s/width); \n"
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" return tc + vec2(-div*width, div); \n"
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" return tc + vec2(-div*width, div); \n"
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"} \n"
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"} \n"
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"uniform mediump vec2 uTexSize0; \n"
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"uniform mediump vec2 uTexSize0; \n"
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