Filtering of half-float textures on different mobile GPUs

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  • webgl-mountains

    Icelandic terrain with different times of day.

  • During development on PC everything was fine, but testing on different mobile phones with various GPUs revealed noticeable visual differences in hardware FP16 texture filtering. I suspect that the ANGLE wrapper for WebGL always uses full-precision floating point values in both shaders and textures, because we’ve already encountered precision issues in shader calculations during development of the Iceland WebGL demo - they were seen only on mobile devices with native WebGL-to-OpenGL ES translation.

  • webgl-reunion

    WebGL Reunion demo

  • You can examine the source code of this shader here. As you can see, it uses highp precision for floats for precise and smooth interpolation of vertex positions.

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