the math needs to be maintained in highp, including during the blur pass. we add the ability to specify a "precision" qualifier to the "output" of a post-process material. we also remove the mediump clamping we used to do on mobile, it shouldn't be done automatically behind the scenes, it's up to the shaders to do it if it makes sense.
31 lines
894 B
GLSL
31 lines
894 B
GLSL
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struct PostProcessInputs {
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#if defined(FRAG_OUTPUT0)
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FRAG_OUTPUT_PRECISION0 FRAG_OUTPUT_MATERIAL_TYPE0 FRAG_OUTPUT0;
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#endif
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#if defined(FRAG_OUTPUT1)
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FRAG_OUTPUT_PRECISION1 FRAG_OUTPUT_MATERIAL_TYPE1 FRAG_OUTPUT1;
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#endif
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#if defined(FRAG_OUTPUT2)
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FRAG_OUTPUT_PRECISION2 FRAG_OUTPUT_MATERIAL_TYPE2 FRAG_OUTPUT2;
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#endif
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#if defined(FRAG_OUTPUT3)
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FRAG_OUTPUT_PRECISION3 FRAG_OUTPUT_MATERIAL_TYPE3 FRAG_OUTPUT3;
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#endif
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#if defined(FRAG_OUTPUT4)
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FRAG_OUTPUT_PRECISION4 FRAG_OUTPUT_MATERIAL_TYPE4 FRAG_OUTPUT4;
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#endif
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#if defined(FRAG_OUTPUT5)
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FRAG_OUTPUT_PRECISION5 FRAG_OUTPUT_MATERIAL_TYPE5 FRAG_OUTPUT5;
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#endif
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#if defined(FRAG_OUTPUT6)
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FRAG_OUTPUT_PRECISION6 FRAG_OUTPUT_MATERIAL_TYPE6 FRAG_OUTPUT6;
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#endif
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#if defined(FRAG_OUTPUT7)
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FRAG_OUTPUT_PRECISION7 FRAG_OUTPUT_MATERIAL_TYPE7 FRAG_OUTPUT7;
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#endif
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#if defined(FRAG_OUTPUT_DEPTH)
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float depth;
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#endif
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};
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