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authorExMix <rahuba.youri@mapswithme.com>2014-11-18 11:34:39 +0300
committerAlex Zolotarev <alex@maps.me>2015-09-23 02:32:54 +0300
commit8d76e8fee45818e2970b0c821d1c49b979800fc5 (patch)
tree1cafdb7dc7d8087f6b398fd741d4a993f455abcd /drape/shader.cpp
parente8aa9f19fca234d583bd8f4d39dbab667d6b452c (diff)
[drape] use max precision for all data expect final color. In future it can be optimized, but now lowp on old devices leads to:
- wrong texel fetch - performance degradation
Diffstat (limited to 'drape/shader.cpp')
-rw-r--r--drape/shader.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/drape/shader.cpp b/drape/shader.cpp
index 9a0f40a4d3..8af53238de 100644
--- a/drape/shader.cpp
+++ b/drape/shader.cpp
@@ -4,8 +4,6 @@
#include "../base/assert.hpp"
#include "../base/string_utils.hpp"
-
-
namespace dp
{
@@ -40,11 +38,11 @@ void ResolveGetTexel(string & result, string const & sampler, int count)
result.append("uniform sampler2D u_textures[").append(to_string(count)).append("];\n");
// Function signature
- result.append(MEDIUM_P).append(" vec4 getTexel(int ").append(texIndex).append(", ")
- .append(LOW_P).append(" vec2 ").append(texCoord).append("){ \n");
+ result.append(LOW_P).append(" vec4 getTexel(int ").append(texIndex).append(", ")
+ .append(MAXPREC_P).append(" vec2 ").append(texCoord).append("){ \n");
// Declare result var;
- result.append(MEDIUM_P).append(" vec4 ").append(answer).append(";\n");
+ result.append(LOW_P).append(" vec4 ").append(answer).append(";\n");
for (uint32_t i = 0; i < count; ++i)
{