From 2c9a3ddc31824a8aa5a13a92b6fe027b60d1ddaa Mon Sep 17 00:00:00 2001 From: Lucas Wojciechowski Date: Fri, 18 Dec 2015 11:05:59 -0800 Subject: [PATCH] Fix warping when rotating / zooming really fast --- shaders/circle.vertex.glsl | 2 +- shaders/collisionbox.vertex.glsl | 2 +- shaders/debug.vertex.glsl | 2 +- shaders/dot.vertex.glsl | 2 +- shaders/fill.vertex.glsl | 2 +- shaders/pattern.vertex.glsl | 2 +- shaders/raster.vertex.glsl | 2 +- 7 files changed, 7 insertions(+), 7 deletions(-) diff --git a/shaders/circle.vertex.glsl b/shaders/circle.vertex.glsl index 6672c9d472f..145ebc61a56 100644 --- a/shaders/circle.vertex.glsl +++ b/shaders/circle.vertex.glsl @@ -5,7 +5,7 @@ uniform float u_size; attribute vec2 a_pos; -uniform mat4 u_matrix; +uniform highp mat4 u_matrix; uniform mat4 u_exmatrix; varying vec2 v_extrude; diff --git a/shaders/collisionbox.vertex.glsl b/shaders/collisionbox.vertex.glsl index e887a975e83..cf45740f553 100644 --- a/shaders/collisionbox.vertex.glsl +++ b/shaders/collisionbox.vertex.glsl @@ -4,7 +4,7 @@ attribute vec2 a_pos; attribute vec2 a_extrude; attribute vec2 a_data; -uniform mat4 u_matrix; +uniform highp mat4 u_matrix; uniform float u_scale; varying float v_max_zoom; diff --git a/shaders/debug.vertex.glsl b/shaders/debug.vertex.glsl index f375d99a22c..46f4d13ff43 100644 --- a/shaders/debug.vertex.glsl +++ b/shaders/debug.vertex.glsl @@ -2,7 +2,7 @@ precision mediump float; attribute vec2 a_pos; -uniform mat4 u_matrix; +uniform highp mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, step(32767.0, a_pos.x), 1); diff --git a/shaders/dot.vertex.glsl b/shaders/dot.vertex.glsl index b58862645a1..86554810a9e 100644 --- a/shaders/dot.vertex.glsl +++ b/shaders/dot.vertex.glsl @@ -1,6 +1,6 @@ precision mediump float; -uniform mat4 u_matrix; +uniform highp mat4 u_matrix; uniform float u_size; attribute vec2 a_pos; diff --git a/shaders/fill.vertex.glsl b/shaders/fill.vertex.glsl index d37f25a160c..e5d78c0911f 100644 --- a/shaders/fill.vertex.glsl +++ b/shaders/fill.vertex.glsl @@ -1,7 +1,7 @@ precision mediump float; attribute vec2 a_pos; -uniform mat4 u_matrix; +uniform highp mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); diff --git a/shaders/pattern.vertex.glsl b/shaders/pattern.vertex.glsl index 560dc737227..ad7c085e25f 100644 --- a/shaders/pattern.vertex.glsl +++ b/shaders/pattern.vertex.glsl @@ -1,6 +1,6 @@ precision mediump float; -uniform mat4 u_matrix; +uniform highp mat4 u_matrix; uniform mat3 u_patternmatrix_a; uniform mat3 u_patternmatrix_b; diff --git a/shaders/raster.vertex.glsl b/shaders/raster.vertex.glsl index 1e658c7f1fd..3da31aef3dd 100644 --- a/shaders/raster.vertex.glsl +++ b/shaders/raster.vertex.glsl @@ -1,6 +1,6 @@ precision mediump float; -uniform mat4 u_matrix; +uniform highp mat4 u_matrix; uniform vec2 u_tl_parent; uniform float u_scale_parent; uniform float u_buffer_scale;