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highp -> mediump

1 parent b97a247 commit 157ca1ce2f0a6aec1ccc6475d86ab3d3db4e760b gman committed Apr 23, 2013
Showing with 138 additions and 138 deletions.
  1. +6 −6 blob/blob.html
  2. +1 −1 book/book.html
  3. +1 −1 book/extension/book.html
  4. +1 −1 caves/caves.html
  5. +5 −5 city/city.html
  6. +1 −1 collectibles/shader/collectibles_fshader.js
  7. +1 −1 collectibles/shader/depthMap_fshader.js
  8. +1 −1 collectibles/shader/lines_fshader.js
  9. +1 −1 collectibles/shader/radialBlur_fshader.js
  10. +1 −1 collectibles/shader/screenQuad_fshader.js
  11. +1 −1 collectibles/shader/shadowProj_fshader.js
  12. +1 −1 collectibles/shader/shadow_fshader.js
  13. +2 −2 color-adjust/color-adjust.html
  14. +4 −4 columns/columns.html
  15. +3 −3 dynamic-cubemap/dynamic-cubemap-lower-res.html
  16. +3 −3 dynamic-cubemap/dynamic-cubemap.html
  17. +5 −5 electricflower/electricflower.html
  18. +8 −8 fishtank/fishtank.html
  19. +1 −1 gdc/2011/step-02.html
  20. +1 −1 gdc/2011/step-03.html
  21. +1 −1 gdc/2011/step-04.html
  22. +1 −1 gdc/2011/step-05.html
  23. +1 −1 gdc/2011/step-06.html
  24. +1 −1 google-io/2011/100-objects.html
  25. +1 −1 google-io/2011/1000-objects-optimized-2.html
  26. +1 −1 google-io/2011/1000-objects-optimized.html
  27. +1 −1 google-io/2011/1000-objects.html
  28. +1 −1 google-io/2011/10000-objects-matrix-optimized.html
  29. +1 −1 google-io/2011/10000-objects-optimized.html
  30. +1 −1 google-io/2011/10000-objects.html
  31. +1 −1 google-io/2011/40000-objects-optimized.html
  32. +1 −1 google-io/2011/40000-objects.html
  33. +1 −1 google-io/2011/gl-get.html
  34. +1 −1 google-io/2011/lots-of-objects-google.html
  35. +2 −2 grid-tower/grid-tower-no-lighting.html
  36. +2 −2 grid-tower/grid-tower.html
  37. +35 −35 halo/halo.html
  38. +3 −3 hdr/hdr.html
  39. +2 −2 imagesphere/imagesphere.html
  40. +2 −2 logos/logos.html
  41. +1 −1 lots-o-images/lots-o-images-buffer-data-opaque.html
  42. +1 −1 lots-o-images/lots-o-images-buffer-data.html
  43. +1 −1 lots-o-images/lots-o-images-draw-elements-with-tex-upload-with-flush.html
  44. +1 −1 lots-o-images/lots-o-images-draw-elements-with-tex-upload.html
  45. +1 −1 lots-o-images/lots-o-images-draw-elements.html
  46. +1 −1 lots-o-images/lots-o-images-texture-data.html
  47. +1 −1 lots-o-objects/lots-o-objects-draw-elements-with-alpha-multisample.html
  48. +1 −1 lots-o-objects/lots-o-objects-draw-elements-with-alpha.html
  49. +1 −1 lots-o-objects/lots-o-objects-draw-elements.html
  50. +1 −1 modern-skybox/modern-skybox.html
  51. +1 −1 multiple-views/multiple-views.html
  52. +1 −1 newgame/2011/03-overdraw.html
  53. +2 −2 particleeditor/particleeditor.html
  54. +4 −4 persistence/persistence.html
  55. +8 −8 spacerocks/spacerocks.html
  56. +1 −1 tdl/particles.js
  57. +1 −1 toon-shading/toon-shading.html
  58. +1 −1 utils/simple-scene.js
  59. +1 −1 vertexcompression/vertexcompression.html
View
@@ -305,7 +305,7 @@
<script id="spinning_cube_fs" type="x-shader/x-fragment">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec4 v_color;
void main(void) {
@@ -330,7 +330,7 @@
<script id="marching_cube_fs" type="x-shader/x-fragment">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec4 v_color;
varying vec3 v_normal;
@@ -379,7 +379,7 @@
<script id="blur_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 blurSize;
@@ -419,7 +419,7 @@
<script id="radial_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord0, v_texCoord1, v_texCoord2, v_texCoord3;
uniform sampler2D mainSampler;
@@ -436,7 +436,7 @@
<script id="copy_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D mainSampler;
@@ -447,7 +447,7 @@
<script id="add_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D mainSampler;
View
@@ -13,7 +13,7 @@
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 vTextureCoord;
@@ -15,7 +15,7 @@
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 vTextureCoord;
View
@@ -173,7 +173,7 @@
<script id="marching_cube_fs" type="x-shader/x-fragment">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
uniform vec4 u_ambientUp;
View
@@ -1071,7 +1071,7 @@
</script>
<script id="constFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
void main() {
gl_FragColor = vec4(0, 0, 0, 1);
@@ -1104,7 +1104,7 @@
</script>
<script id="diffusePointFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
varying vec4 v_position;
varying vec2 v_texCoord;
@@ -1149,7 +1149,7 @@
</script>
<script id="buildingFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
varying vec4 v_position;
varying vec2 v_texCoord;
@@ -1194,7 +1194,7 @@
</script>
<script id="streetLightFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
varying vec4 v_color;
@@ -1213,7 +1213,7 @@
</script>
<script id="skyboxFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform samplerCube skybox;
uniform mat4 viewDirectionProjectionInverse;
@@ -28,7 +28,7 @@
var vortexFShader = [
"#ifdef GL_ES",
-"precision highp float;",
+"precision mediump float;",
"#endif",
// layer textures (ie face, hair, or shirt pants)
@@ -28,7 +28,7 @@
var depthMapFShader = [
"#ifdef GL_ES",
-"precision highp float;",
+"precision mediump float;",
"#endif",
"varying vec4 vPos;",
@@ -28,7 +28,7 @@
var linesFShader = [
"#ifdef GL_ES",
-"precision highp float;",
+"precision mediump float;",
"#endif",
"uniform vec4 u_lineColor;",
"void main()",
@@ -28,7 +28,7 @@
var radialBlur_fshader = [
"#ifdef GL_ES",
-"precision highp float;",
+"precision mediump float;",
"#endif",
"vec2 poissonDisk[16];",
@@ -28,7 +28,7 @@
var screenQuad_fShader = [
"#ifdef GL_ES",
-"precision highp float;",
+"precision mediump float;",
"#endif",
//texture uniforms
@@ -27,7 +27,7 @@
//
var shadowProj_fshader = [
"#ifdef GL_ES",
-"precision highp float;",
+"precision mediump float;",
"#endif",
"uniform sampler2D shadowMap;",
@@ -39,7 +39,7 @@ var shadow_fshader = [
"#define texMapScale 1.0/SMAP_SIZE",
"#ifdef GL_ES",
-"precision highp float;",
+"precision mediump float;",
"#endif",
"uniform sampler2D shadowMap;",
@@ -587,7 +587,7 @@
</script>
<script id="basicFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform sampler2D texture;
varying vec2 v_texCoord;
@@ -607,7 +607,7 @@
</script>
<script id="colorAdjustFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform float mixAmount;
uniform sampler2D inTexture;
@@ -532,7 +532,7 @@
</script>
<script id="shadowWriteFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
varying vec4 v_position;
void main() {
@@ -573,7 +573,7 @@
</script>
<script id="shadowReadFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform vec4 lightColor;
uniform vec3 lightWorldDir;
@@ -644,7 +644,7 @@
</script>
<script id="skyboxFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform samplerCube skybox;
uniform mat4 viewProjectionInverse;
@@ -667,7 +667,7 @@
</script>
<script id="debugTextureFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform sampler2D tex;
varying vec2 v_texCoord;
@@ -511,7 +511,7 @@
</script>
<script id="baseFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform vec4 lightColor;
varying vec4 v_position;
@@ -566,7 +566,7 @@
</script>
<script id="envFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
varying vec4 v_position;
varying vec2 v_texCoord;
@@ -591,7 +591,7 @@
</script>
<script id="skyboxFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform samplerCube skybox;
uniform mat4 viewDirectionProjectionInverse;
@@ -480,7 +480,7 @@
</script>
<script id="baseFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform vec4 lightColor;
varying vec4 v_position;
@@ -535,7 +535,7 @@
</script>
<script id="envFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
varying vec4 v_position;
varying vec2 v_texCoord;
@@ -560,7 +560,7 @@
</script>
<script id="skyboxFragmentShader" type="text/something-not-javascript">
#ifdef GL_ES
-precision highp float;
+precision mediump float;
#endif
uniform samplerCube skybox;
uniform mat4 viewDirectionProjectionInverse;
@@ -238,7 +238,7 @@
<script id="flower_fs" type="x-shader/x-fragment">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec4 v_color;
void main(void) {
@@ -298,7 +298,7 @@
<script id="blur_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord;
uniform vec2 blurSize;
@@ -338,7 +338,7 @@
<script id="radial_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord0, v_texCoord1, v_texCoord2, v_texCoord3;
uniform sampler2D mainSampler;
@@ -355,7 +355,7 @@
<script id="copy_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D mainSampler;
@@ -366,7 +366,7 @@
<script id="add_fs" type="text/something-not-javascript">
#ifdef GL_ES
- precision highp float;
+ precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D mainSampler;
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