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Add precision qualifiers to globe_raster fragment shader #11903

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May 17, 2022
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10 changes: 5 additions & 5 deletions src/shaders/globe_raster.fragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,10 +2,10 @@ uniform sampler2D u_image0;
varying vec2 v_pos0;

#ifndef FOG
uniform vec3 u_frustum_tl;
uniform vec3 u_frustum_tr;
uniform vec3 u_frustum_br;
uniform vec3 u_frustum_bl;
uniform highp vec3 u_frustum_tl;
uniform highp vec3 u_frustum_tr;
uniform highp vec3 u_frustum_br;
uniform highp vec3 u_frustum_bl;
uniform highp vec3 u_globe_pos;
uniform highp float u_globe_radius;
uniform vec2 u_viewport;
Expand All @@ -15,7 +15,7 @@ void main() {
#ifdef CUSTOM_ANTIALIASING
vec2 uv = gl_FragCoord.xy / u_viewport;

vec3 ray_dir = mix(
highp vec3 ray_dir = mix(
mix(u_frustum_tl, u_frustum_tr, uv.x),
mix(u_frustum_bl, u_frustum_br, uv.x),
1.0 - uv.y);
Expand Down