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GLSL precision and errors.
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fire committed Oct 31, 2020
1 parent 3c50727 commit 8fa723e
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Showing 2 changed files with 6 additions and 6 deletions.
2 changes: 1 addition & 1 deletion drivers/gles3/shaders/blend_shape.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ out vec2 uv2_out; //tfb:ENABLE_UV2
#endif

#ifdef ENABLE_SKELETON
out ivec4 bone_out; //tfb:ENABLE_SKELETON
flat out ivec4 bone_out; //tfb:ENABLE_SKELETON
out vec4 weight_out; //tfb:ENABLE_SKELETON
#endif

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10 changes: 5 additions & 5 deletions drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -114,7 +114,7 @@ uniform highp mat4 world_transform;
layout(std140) uniform DirectionalLightData { //ubo:3

highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
highp vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
Expand All @@ -134,7 +134,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3
struct LightData {

highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
highp vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
Expand Down Expand Up @@ -753,7 +753,7 @@ layout(std140) uniform SceneData {
layout(std140) uniform DirectionalLightData {

highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
highp vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
Expand All @@ -778,7 +778,7 @@ in vec4 specular_light_interp;
struct LightData {

highp vec4 light_pos_inv_radius;
mediump vec4 light_direction_attenuation;
highp vec4 light_direction_attenuation;
mediump vec4 light_color_energy;
mediump vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
mediump vec4 light_clamp;
Expand Down Expand Up @@ -866,7 +866,7 @@ vec3 GET_LIGHT_DIRECTION(LightData ld) {
}

float GET_LIGHT_SIZE_PARAM(LightData ld) {
return 0;
return 0.0;
}

float GET_LIGHT_ATTENUATION_PARAM(LightData ld) {
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