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Currently all elm-3d-scene shaders use precision highp float. It should be possible to use precision mediump float in at least the fragment shaders, by doing things like carefully clamping color values (specular lighting can result in very high color values).
If not possible in general, it may be possible to have a compromise like only use precision highp float in the PBR shaders and precision mediump float (or even precision lowp float) in shaders like those for Lambertian, emissive or constant-color materials where calculations should not result in particularly large values.
The text was updated successfully, but these errors were encountered:
Make sure high precision is used for spatial calculations and PBR shaders, can use low precision for plain color values etc. Part of #74, but will likely need more refinement/tweaking over time.
Currently all
elm-3d-scene
shaders useprecision highp float
. It should be possible to useprecision mediump float
in at least the fragment shaders, by doing things like carefully clamping color values (specular lighting can result in very high color values).If not possible in general, it may be possible to have a compromise like only use
precision highp float
in the PBR shaders andprecision mediump float
(or evenprecision lowp float
) in shaders like those for Lambertian, emissive or constant-color materials where calculations should not result in particularly large values.The text was updated successfully, but these errors were encountered: