diff --git a/drape/shaders/masked_texturing_billboard_vertex_shader.vsh b/drape/shaders/masked_texturing_billboard_vertex_shader.vsh index 9641adacc0..9026527ebe 100644 --- a/drape/shaders/masked_texturing_billboard_vertex_shader.vsh +++ b/drape/shaders/masked_texturing_billboard_vertex_shader.vsh @@ -13,9 +13,7 @@ varying vec2 v_maskTexCoords; void main(void) { - // Here we intentionally decrease precision of 'pivot' calculation - // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; + vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; vec4 offset = vec4(a_normal, 0.0, 0.0) * projection; float pivotZ = a_position.w; diff --git a/drape/shaders/text_billboard_vertex_shader.vsh b/drape/shaders/text_billboard_vertex_shader.vsh index be61ec8353..7e303fedba 100755 --- a/drape/shaders/text_billboard_vertex_shader.vsh +++ b/drape/shaders/text_billboard_vertex_shader.vsh @@ -20,9 +20,7 @@ varying vec2 v_maskTexCoord; void main() { - // Here we intentionally decrease precision of 'pivot' calculation - // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; + vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; vec4 offset = vec4(a_normal, 0.0, 0.0) * projection; float pivotZ = a_position.w; diff --git a/drape/shaders/text_outlined_billboard_vertex_shader.vsh b/drape/shaders/text_outlined_billboard_vertex_shader.vsh index 706de84d4d..86ca6f163d 100755 --- a/drape/shaders/text_outlined_billboard_vertex_shader.vsh +++ b/drape/shaders/text_outlined_billboard_vertex_shader.vsh @@ -27,9 +27,7 @@ void main() float notOutline = 1.0 - isOutline; float depthShift = BaseDepthShift * isOutline; - // Here we intentionally decrease precision of 'pivot' calculation - // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = (vec4(a_position.xyz, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * modelView; + vec4 pivot = (vec4(a_position.xyz, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * modelView; vec4 offset = vec4(a_normal, 0.0, 0.0) * projection; float pivotZ = a_position.w; diff --git a/drape/shaders/texturing_billboard_vertex_shader.vsh b/drape/shaders/texturing_billboard_vertex_shader.vsh index 92e8571ec4..11e06ca9a8 100644 --- a/drape/shaders/texturing_billboard_vertex_shader.vsh +++ b/drape/shaders/texturing_billboard_vertex_shader.vsh @@ -11,9 +11,7 @@ varying vec2 v_colorTexCoords; void main(void) { - // Here we intentionally decrease precision of 'pivot' calculation - // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; + vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; vec4 offset = vec4(a_normal, 0.0, 0.0) * projection; float pivotZ = a_position.w; diff --git a/drape/shaders/user_mark_billboard.vsh b/drape/shaders/user_mark_billboard.vsh index 81e349c4fd..afd6c6d7b4 100644 --- a/drape/shaders/user_mark_billboard.vsh +++ b/drape/shaders/user_mark_billboard.vsh @@ -16,9 +16,7 @@ void main(void) if (a_animate > 0.0) normal = u_interpolationT * normal; - // Here we intentionally decrease precision of 'pivot' calculation - // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; + vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; vec4 offset = vec4(normal, 0.0, 0.0) * projection; vec4 projectedPivot = pivot * projection;