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[core] Fix aliased text on mobile GPUs #8058

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6 changes: 3 additions & 3 deletions src/mbgl/shaders/symbol_sdf.cpp
Expand Up @@ -168,7 +168,7 @@ uniform sampler2D u_fadetexture;
uniform lowp vec4 u_color;
uniform lowp float u_opacity;
uniform lowp float u_buffer;
uniform lowp float u_gamma;
uniform highp float u_gamma;

varying vec2 v_tex;
varying vec2 v_fade_tex;
Expand All @@ -177,8 +177,8 @@ varying float v_gamma_scale;
void main() {
lowp float dist = texture2D(u_texture, v_tex).a;
lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a;
lowp float gamma = u_gamma * v_gamma_scale;
lowp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha;
highp float gamma = u_gamma * v_gamma_scale;
highp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha;

gl_FragColor = u_color * (alpha * u_opacity);

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