Location renderer: use highp in vertex and fragment shaders #171

This commit is contained in:
Emux 2016-09-17 20:02:23 +03:00
parent 50ccecc259
commit 0c898bf682

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@ -264,7 +264,7 @@ public class LocationRenderer extends LayerRenderer {
} }
private static final String vShaderStr = "" private static final String vShaderStr = ""
+ "precision mediump float;" + "precision highp float;"
+ "uniform mat4 u_mvp;" + "uniform mat4 u_mvp;"
+ "uniform float u_phase;" + "uniform float u_phase;"
+ "uniform float u_scale;" + "uniform float u_scale;"
@ -276,7 +276,7 @@ public class LocationRenderer extends LayerRenderer {
+ "}"; + "}";
private static final String fShaderStr1 = "" private static final String fShaderStr1 = ""
+ "precision mediump float;" + "precision highp float;"
+ "varying vec2 v_tex;" + "varying vec2 v_tex;"
+ "uniform float u_scale;" + "uniform float u_scale;"
+ "uniform float u_phase;" + "uniform float u_phase;"
@ -305,7 +305,7 @@ public class LocationRenderer extends LayerRenderer {
+ "}}"; + "}}";
private static final String fShaderStr2 = "" private static final String fShaderStr2 = ""
+ "precision mediump float;" + "precision highp float;"
+ "varying vec2 v_tex;" + "varying vec2 v_tex;"
+ "uniform float u_scale;" + "uniform float u_scale;"
+ "uniform float u_phase;" + "uniform float u_phase;"