diff --git a/src/shaders/globe_atmosphere.fragment.glsl b/src/shaders/globe_atmosphere.fragment.glsl index 4767778f3a1..cf9dcb61b1a 100644 --- a/src/shaders/globe_atmosphere.fragment.glsl +++ b/src/shaders/globe_atmosphere.fragment.glsl @@ -5,11 +5,11 @@ uniform vec3 u_end_color; uniform highp vec3 u_globe_pos; uniform highp float u_globe_radius; -varying vec3 v_ray_dir; +varying highp vec3 v_ray_dir; void main() { - vec3 dir = normalize(v_ray_dir); - vec3 closest_point = abs(dot(u_globe_pos, dir)) * dir; + highp vec3 dir = normalize(v_ray_dir); + highp vec3 closest_point = abs(dot(u_globe_pos, dir)) * dir; float norm_dist_from_center = length(closest_point - u_globe_pos) / u_globe_radius; if (norm_dist_from_center < 1.0) diff --git a/src/shaders/globe_atmosphere.vertex.glsl b/src/shaders/globe_atmosphere.vertex.glsl index 68cc76848da..332442f206f 100644 --- a/src/shaders/globe_atmosphere.vertex.glsl +++ b/src/shaders/globe_atmosphere.vertex.glsl @@ -7,7 +7,7 @@ uniform vec3 u_frustum_tr; uniform vec3 u_frustum_br; uniform vec3 u_frustum_bl; -varying vec3 v_ray_dir; +varying highp vec3 v_ray_dir; void main() { v_ray_dir = mix(mix(u_frustum_tl, u_frustum_tr, a_uv.x),