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Merge pull request #4048 from puchik/shading-language-vocabulary-grammar
Formalize language and improve grammar in "Shading Language"
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@@ -186,10 +186,11 @@ Using lower precision for some operations can speed up the math involved (at the
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This is rarely needed in the vertex processor function (where full precision is needed most of the time),
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but is often useful in the fragment processor.
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Keep in mind that some architectures (mainly mobile) benefit a lot from this, but are also restricted
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(conversion between precisions has a cost). Please read the relevant documentation on the target architecture
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to find out more. In all honesty though, mobile drivers are buggy, so, to stay out of trouble, make simple
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shaders without specifying precision unless you *really* need to.
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Some architectures (mainly mobile) can benefit significantly from this, but
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there are downsides such as the additional overhead of conversion between
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precisions. Refer to the documentation of the target architecture for further
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information. In many cases, mobile drivers cause inconsistent or unexpected
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behavior and it is best to avoid specifying precision unless necessary.
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Arrays
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------
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