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543c97987b
We simply use precision mediump float; for everything. We don't actually need highp anyways, and we don't use it for stuff like CAS or FSR.
14 lines
239 B
GLSL
14 lines
239 B
GLSL
#version 300 es
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precision mediump float;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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out vec3 pos;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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pos = vertexPosition_modelspace;
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}
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