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Optimize Mobile renderer by using FP16 explicitly.

This commit is contained in:
Dario
2025-05-28 11:58:07 -03:00
parent 8f87e60307
commit 46277836a6
23 changed files with 938 additions and 786 deletions

View File

@@ -694,14 +694,14 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.renames["EYE_OFFSET"] = "eye_offset";
//for light
actions.renames["VIEW"] = "view";
actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["VIEW"] = "view_highp";
actions.renames["SPECULAR_AMOUNT"] = "specular_amount_highp";
actions.renames["LIGHT_COLOR"] = "light_color_highp";
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
actions.renames["LIGHT"] = "light_highp";
actions.renames["ATTENUATION"] = "attenuation_highp";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light_highp";
actions.renames["SPECULAR_LIGHT"] = "specular_light_highp";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";