03b1f66ef1
By default, the matrix would be declared as mediump, causing precision issues. Need to dispatch to two separate functions since GLSL does not support overload based on precision. |
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basic.vert | ||
ground.vert | ||
invariant.vert | ||
no-contraction.vert | ||
ocean.vert | ||
read-from-row-major-array.vert | ||
return-array.vert | ||
row-major-workaround.vert | ||
texture_buffer.vert | ||
transform-feedback-decorations.vert | ||
ubo.vert |