From ea452616b42a5363bb49881ea49994b772e1fe48 Mon Sep 17 00:00:00 2001 From: Mario Zechner Date: Mon, 16 Feb 2026 09:52:48 +0100 Subject: [PATCH] [cocos2dx] Fix UV precision in two-color tint shader for Android GPUs. Use highp for texture coordinate varyings and mediump default precision in the fragment shader. On Android GPUs, mediump/lowp don't have enough precision for large atlas textures, causing visible jitter in sequence animations. --- .../spine-cocos2dx/src/spine/v4/SkeletonTwoColorBatch.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/spine-cocos2dx/spine-cocos2dx/src/spine/v4/SkeletonTwoColorBatch.cpp b/spine-cocos2dx/spine-cocos2dx/src/spine/v4/SkeletonTwoColorBatch.cpp index 882b1dacd..694796acd 100644 --- a/spine-cocos2dx/spine-cocos2dx/src/spine/v4/SkeletonTwoColorBatch.cpp +++ b/spine-cocos2dx/spine-cocos2dx/src/spine/v4/SkeletonTwoColorBatch.cpp @@ -61,7 +61,7 @@ namespace { \n #ifdef GL_ES\n varying lowp vec4 v_light; varying lowp vec4 v_dark; - varying mediump vec2 v_texCoord; + varying highp vec2 v_texCoord; \n #else \n varying vec4 v_light; varying vec4 v_dark; @@ -78,12 +78,12 @@ namespace { const char *TWO_COLOR_TINT_FRAGMENT_SHADER = STRINGIFY( \n #ifdef GL_ES\n - precision lowp float; + precision mediump float; \n #endif \n uniform sampler2D u_texture; varying vec4 v_light; varying vec4 v_dark; - varying vec2 v_texCoord; + varying highp vec2 v_texCoord; void main() { vec4 texColor = texture2D(u_texture, v_texCoord);