From 7f7d4d89ea6b9ca7a4617d5a2070f6f51e42dff3 Mon Sep 17 00:00:00 2001 From: Mathias Agopian Date: Thu, 7 Nov 2024 14:25:24 -0800 Subject: [PATCH] fix some missing highp qualifiers BUGS=[377751005] --- shaders/src/shadowing.fs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/shaders/src/shadowing.fs b/shaders/src/shadowing.fs index 50f44e26c1d..061aec25a3b 100644 --- a/shaders/src/shadowing.fs +++ b/shaders/src/shadowing.fs @@ -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); @@ -51,7 +51,7 @@ float ShadowSample_PCF_Low(const mediump sampler2DArrayShadow map, highp vec2 texelSize = vec2(1.0) / size; // CastaƱo, 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));