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Increase precision for symbol z_offset in a vertex shader
GitOrigin-RevId: 9696cef2eaac5e73e7d041b811e3ce6c2f32d56f
1 parent 8fe8a3d commit 1486726

1 file changed

Lines changed: 4 additions & 4 deletions

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src/shaders/symbol.vertex.glsl

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -180,7 +180,7 @@ uniform lowp float u_spp_halo_width;
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uniform lowp float u_spp_halo_blur;
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uniform lowp float u_spp_emissive_strength;
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uniform lowp float u_spp_occlusion_opacity;
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uniform lowp float u_spp_z_offset;
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uniform highp float u_spp_z_offset;
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/// [cos(angle), sin(angle)] for translate-anchor rotation; [1,0] = no rotation (viewport anchor).
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uniform lowp vec2 u_spp_translate_rotation;
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@@ -360,7 +360,7 @@ SymbolPaintProperties readSymbolPaintProperties() {
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#pragma mapbox: define lowp float halo_blur
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#pragma mapbox: define lowp float emissive_strength
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#pragma mapbox: define lowp float occlusion_opacity
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#pragma mapbox: define lowp float z_offset
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#pragma mapbox: define highp float z_offset
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#endif // USE_PAINT_PROPERTIES_UBO
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@@ -386,7 +386,7 @@ void main() {
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v_emissive_strength = paint_properties.emissive_strength;
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#endif
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lowp float occlusion_opacity = paint_properties.occlusion_opacity;
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lowp float z_offset = paint_properties.z_offset;
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highp float z_offset = paint_properties.z_offset;
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#else
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/// Pragma-based paint property initializations.
@@ -398,7 +398,7 @@ void main() {
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#pragma mapbox: initialize lowp float halo_blur
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#pragma mapbox: initialize lowp float emissive_strength
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#pragma mapbox: initialize lowp float occlusion_opacity
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#pragma mapbox: initialize lowp float z_offset
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#pragma mapbox: initialize highp float z_offset
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#endif // USE_PAINT_PROPERTIES_UBO
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