LocationRenderer: revert shader precision from high to medium #209, fixes #207

This commit is contained in:
szantai78 2016-10-20 20:20:59 +02:00 committed by Emux
parent 985bbc3f36
commit ccdea3b663

View File

@ -2,6 +2,7 @@
* Copyright 2013 Ahmad Saleem
* Copyright 2013 Hannes Janetzek
* Copyright 2016 devemux86
* Copyright 2016 ocsike
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
@ -265,7 +266,7 @@ public class LocationRenderer extends LayerRenderer {
}
private static final String vShaderStr = ""
+ "precision highp float;"
+ "precision mediump float;"
+ "uniform mat4 u_mvp;"
+ "uniform float u_phase;"
+ "uniform float u_scale;"
@ -277,7 +278,7 @@ public class LocationRenderer extends LayerRenderer {
+ "}";
private static final String fShaderStr1 = ""
+ "precision highp float;"
+ "precision mediump float;"
+ "varying vec2 v_tex;"
+ "uniform float u_scale;"
+ "uniform float u_phase;"
@ -306,7 +307,7 @@ public class LocationRenderer extends LayerRenderer {
+ "}}";
private static final String fShaderStr2 = ""
+ "precision highp float;"
+ "precision mediump float;"
+ "varying vec2 v_tex;"
+ "uniform float u_scale;"
+ "uniform float u_phase;"