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fix some missing highp qualifiers
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BUGS=[377751005]
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pixelflinger committed Nov 8, 2024
1 parent 2b7f325 commit 7f7d4d8
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions shaders/src/shadowing.fs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@

float sampleDepth(const mediump sampler2DArrayShadow map,
const highp vec4 scissorNormalized,
const uint layer, highp vec2 uv, float depth) {
const uint layer, highp vec2 uv, highp float depth) {

// clamp needed for directional lights and/or large kernels
uv = clamp(uv, scissorNormalized.xy, scissorNormalized.zw);
Expand Down Expand Up @@ -51,7 +51,7 @@ float ShadowSample_PCF_Low(const mediump sampler2DArrayShadow map,
highp vec2 texelSize = vec2(1.0) / size;

// Castaño, 2013, "Shadow Mapping Summary Part 1"
float depth = position.z;
highp float depth = position.z;

// clamp position to avoid overflows below, which cause some GPUs to abort
position.xy = clamp(position.xy, vec2(-1.0), vec2(2.0));
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