diff --git a/osu.Game.Resources/Shaders/sh_CircularFlashlight.fs b/osu.Game.Resources/Shaders/sh_CircularFlashlight.fs index 84aafd5..4030a8c 100644 --- a/osu.Game.Resources/Shaders/sh_CircularFlashlight.fs +++ b/osu.Game.Resources/Shaders/sh_CircularFlashlight.fs @@ -1,6 +1,7 @@ #include "sh_Flashlight.h" -vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour) +// highp diff prevents loss in precision when calculating smoothing distance on GL_ES platforms +vec4 getColourAt(highp vec2 diff, vec2 size, vec4 originalColour) { float dist = length(diff); float flashlightRadius = length(size); diff --git a/osu.Game.Resources/Shaders/sh_Flashlight.h b/osu.Game.Resources/Shaders/sh_Flashlight.h index 1d612e1..2189f11 100644 --- a/osu.Game.Resources/Shaders/sh_Flashlight.h +++ b/osu.Game.Resources/Shaders/sh_Flashlight.h @@ -1,5 +1,5 @@ #ifdef GL_ES - precision highp float; + precision mediump float; #endif varying vec2 v_Position;