Explicitly define precision for all variables, fall back to medium precision
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d58ad077c8
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96286f8c6f
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#include "sh_Flashlight.h"
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// highp precision is necessary for vertex positions to prevent catastrophic failure on GL_ES platforms
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vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)
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lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)
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{
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float dist = length(diff);
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float flashlightRadius = length(size);
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highp float dist = length(diff);
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highp float flashlightRadius = length(size);
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return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist));
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}
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