The Multi Pipeline now uses highp float precision by default, instead of mediump. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655

This commit is contained in:
Richard Davey 2021-09-28 15:56:54 +01:00
parent 725a869185
commit b968e46ee2
4 changed files with 4 additions and 4 deletions

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@ -1,7 +1,7 @@
module.exports = [ module.exports = [
'#define SHADER_NAME PHASER_MULTI_FS', '#define SHADER_NAME PHASER_MULTI_FS',
'', '',
'precision mediump float;', 'precision highp float;',
'', '',
'uniform sampler2D uMainSampler[%count%];', 'uniform sampler2D uMainSampler[%count%];',
'', '',

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@ -1,7 +1,7 @@
module.exports = [ module.exports = [
'#define SHADER_NAME PHASER_MULTI_VS', '#define SHADER_NAME PHASER_MULTI_VS',
'', '',
'precision mediump float;', 'precision highp float;',
'', '',
'uniform mat4 uProjectionMatrix;', 'uniform mat4 uProjectionMatrix;',
'', '',

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@ -1,6 +1,6 @@
#define SHADER_NAME PHASER_MULTI_FS #define SHADER_NAME PHASER_MULTI_FS
precision mediump float; precision highp float;
uniform sampler2D uMainSampler[%count%]; uniform sampler2D uMainSampler[%count%];

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@ -1,6 +1,6 @@
#define SHADER_NAME PHASER_MULTI_VS #define SHADER_NAME PHASER_MULTI_VS
precision mediump float; precision highp float;
uniform mat4 uProjectionMatrix; uniform mat4 uProjectionMatrix;