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I use this code to specify high precision for "Depth" sampler:
HLSLccSamplerPrecisionInfo sampler_precision;
sampler_precision.insert(std::pair<std::string, REFLECT_RESOURCE_PRECISION>("Depth" , REFLECT_RESOURCE_PRECISION_HIGHP));
and in HLSL I read from that sampler, store results in float4 (high prec)
float4 value=read from Depth..
However the generated GLSL code gives me:
layout(location = 3) uniform highp sampler2D Depth; // THIS OK
mediump vec4 u_xlat10_0; // THIS NOT OK
void main()
{
u_xlat10_0 = textureLod(Depth, vs_TEXCOORD0.xy, 0.0);
the u_xlat10_0 is defined as mediump
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