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Improve shader attribute precision on mobile devices #2096
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I think we should use For fragment shaders, it's more complicated. Do we know of any cases where our fragment shaders produce incorrect results on mobile with |
This sounds right to me. I don't think there are any cases we need high precision in fragment shaders. |
Naively switching most shader attributes to var isHighpSupported = (
context.getShaderPrecisionFormat &&
context.getShaderPrecisionFormat(type, context.HIGH_FLOAT).precision > 0
); Do we want to continue restricting |
Can you elaborate on this? |
In my prototype branch, #2117, circles and lines fail to render in the browser and in headless testing. I'm not yet sure what the underlying cause is. |
done #2096 |
… in: #2096 Change some variable names from camel-case to underscore-separated.
There are two outstanding bugs related to poorly calibrated shader attribute precision on mobile devices (#2055, #2060 and #2020)
@kristfal kindly provided a PR (#2091) with one potential solution to the problem.
We should all take a step back and come up with our ideal blue-sky solution to the problem. Should we
highp
annotations to the shader source when bugs are reportedcc @kristfal @ansis @kkaefer @jfirebaugh
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