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authorreduz <juan@okamstudio.com>2015-03-25 22:56:35 -0300
committerreduz <juan@okamstudio.com>2015-03-25 22:56:35 -0300
commit7f8a0cddcfbd5744113de1826380310ad920360a (patch)
tree0decc2f6f61b91b61a2da9aa66202161845d2a21 /drivers/gles2/shaders/canvas.glsl
parentcbad0440ab078e72fcd5af50fa800d9720fb7761 (diff)
fixes to shader to get most new demos working on mobile
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r--drivers/gles2/shaders/canvas.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index e6d2569977..bd10c49559 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -36,7 +36,7 @@ uniform vec2 normal_flip;
#endif
#ifdef USE_SHADOWS
-highp varying vec2 pos;
+varying highp vec2 pos;
#endif
#endif
@@ -161,11 +161,11 @@ varying vec4 local_rot;
#ifdef USE_SHADOWS
-uniform sampler2D shadow_texture;
+uniform highp sampler2D shadow_texture;
uniform float shadow_attenuation;
uniform highp mat4 shadow_matrix;
-highp varying vec2 pos;
+varying highp vec2 pos;
uniform float shadowpixel_size;
#ifdef SHADOW_ESM
@@ -292,12 +292,12 @@ LIGHT_SHADER_CODE
}
- vec4 s = shadow_matrix * vec4(point,0.0,1.0);
+ highp vec4 s = shadow_matrix * highp vec4(point,0.0,1.0);
s.xyz/=s.w;
su=s.x*0.5+0.5;
sz=s.z*0.5+0.5;
- float shadow_attenuation;
+ highp float shadow_attenuation;
#ifdef SHADOW_PCF5