declare some ssao.frag variables as highp to avoid precision issues (#4860)
this fixes opaque shadow rendering on drivers that implement mediump as 16bit fixes #4855 Signed-off-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
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@ -26,7 +26,7 @@ void main(void)
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{
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{
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vec2 uv = gl_FragCoord.xy / u_screen;
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vec2 uv = gl_FragCoord.xy / u_screen;
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float lineardepth = textureLod(dtex, uv, 0.).x;
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float lineardepth = textureLod(dtex, uv, 0.).x;
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int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
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highp int x = int(gl_FragCoord.x), y = int(gl_FragCoord.y);
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vec3 FragPos = getXcYcZc(x, y, lineardepth);
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vec3 FragPos = getXcYcZc(x, y, lineardepth);
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// get the normal of current fragment
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// get the normal of current fragment
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