Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped

Closes #280.
This commit is contained in:
Patrick Walton 2020-03-27 14:53:00 -07:00
parent 7b53cc6731
commit 6eb0232aad
36 changed files with 36 additions and 0 deletions

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform sampler2D uSrc;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
in ivec2 aPosition;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform vec4 uColor;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform sampler2D uTexture;
uniform vec4 uColor;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform vec2 uTextureSize;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform vec4 uGroundColor;
uniform vec4 uGridlineColor;

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precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform int uGridlineCount;

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precision highp float;
precision highp sampler2D;
uniform sampler2D uAreaLUT;

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precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform mat4 uOldTransform;
uniform sampler2D uTexture;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform mat4 uNewTransform;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
out vec4 oFragColor;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
in vec3 aPosition;

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@ -36,6 +36,7 @@
#extension GL_GOOGLE_include_directive : enable
precision highp float;
precision highp sampler2D;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform vec2 uTileSize;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform sampler2D uSrc;

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@ -13,6 +13,7 @@
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform vec2 uTileSize;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform sampler2D uSrc;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
in ivec2 aPosition;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform vec4 uColor;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform sampler2D uTexture;
uniform vec4 uColor;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform vec2 uTextureSize;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform vec4 uGroundColor;
uniform vec4 uGridlineColor;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform int uGridlineCount;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform sampler2D uAreaLUT;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform mat4 uOldTransform;
uniform sampler2D uTexture;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform mat4 uNewTransform;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
out vec4 oFragColor;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
in vec3 aPosition;

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@ -34,6 +34,7 @@
#extension GL_GOOGLE_include_directive : enable
precision highp float;
precision highp sampler2D;
#define EPSILON 0.00001

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform vec2 uTileSize;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform vec2 uFramebufferSize;
uniform sampler2D uSrc;

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@ -11,6 +11,7 @@
// except according to those terms.
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform vec2 uTileSize;