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Use highp float for linesofar to guarantee enough bits on mobile devices
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Lauren Budorick committed Apr 5, 2018
1 parent e4a6af3 commit 4ad7ecb
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion src/shaders/line.vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ uniform vec2 u_gl_units_to_pixels;
varying vec2 v_normal;
varying vec2 v_width2;
varying float v_gamma_scale;
varying float v_linesofar;
varying highp float v_linesofar;

#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float blur
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2 changes: 1 addition & 1 deletion src/shaders/line_gradient.fragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ uniform sampler2D u_image;
varying vec2 v_width2;
varying vec2 v_normal;
varying float v_gamma_scale;
varying float v_linesofar;
varying highp float v_linesofar;

void main() {
#pragma mapbox: initialize highp vec4 color
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