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Fix GLES shader precision issues (#14516)
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@ -1,7 +1,7 @@
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uniform vec4 fogColor;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying lowp vec4 varColor;
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@ -1,8 +1,8 @@
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uniform vec4 emissiveColor;
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uniform lowp vec4 emissiveColor;
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varying lowp vec4 varColor;
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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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void main(void)
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{
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@ -1,13 +1,12 @@
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uniform sampler2D baseTexture;
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uniform vec3 dayLight;
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uniform vec4 fogColor;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform highp vec3 cameraOffset;
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uniform float animationTimer;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// shadow texture
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@ -44,11 +43,8 @@ varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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varying vec3 tsEyeVec;
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varying vec3 lightVec;
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varying vec3 tsLightVec;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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@ -1,10 +1,9 @@
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uniform mat4 mWorld;
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// Color of the light emitted by the sun.
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform highp vec3 cameraOffset;
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uniform float animationTimer;
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varying vec3 vNormal;
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@ -44,7 +43,7 @@ centroid varying vec2 varTexCoord;
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varying float area_enable_parallax;
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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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@ -1,13 +1,12 @@
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uniform sampler2D baseTexture;
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uniform vec3 dayLight;
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uniform vec4 fogColor;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform highp vec3 cameraOffset;
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uniform float animationTimer;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// shadow texture
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@ -44,7 +43,7 @@ varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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varying float vIDiff;
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@ -1,10 +1,7 @@
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uniform mat4 mWorld;
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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uniform vec4 emissiveColor;
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uniform vec3 cameraOffset;
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uniform lowp vec4 emissiveColor;
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varying vec3 vNormal;
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varying vec3 vPosition;
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@ -33,7 +30,7 @@ centroid varying vec2 varTexCoord;
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varying float perspective_factor;
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#endif
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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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@ -1,4 +1,4 @@
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uniform vec4 emissiveColor;
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uniform lowp vec4 emissiveColor;
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void main(void)
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{
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@ -381,11 +381,9 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float>
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m_animation_timer_delta_pixel{"animationTimerDelta"};
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CachedPixelShaderSetting<float, 3> m_day_light{"dayLight"};
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CachedPixelShaderSetting<float, 3> m_eye_position_pixel{"eyePosition"};
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CachedVertexShaderSetting<float, 3> m_eye_position_vertex{"eyePosition"};
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CachedPixelShaderSetting<float, 3> m_minimap_yaw{"yawVec"};
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CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{"cameraOffset"};
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CachedPixelShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
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CachedVertexShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
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@ -483,10 +481,6 @@ public:
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m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
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m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
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v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
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m_eye_position_pixel.set(epos, services);
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m_eye_position_vertex.set(epos, services);
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if (m_client->getMinimap()) {
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v3f minimap_yaw = m_client->getMinimap()->getYawVec();
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m_minimap_yaw.set(minimap_yaw, services);
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