@@ -920,8 +920,8 @@
this.z = other.z;
this.w = other.w;
};
-
- Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
+
+ Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
this.x = x;
this.y = y;
this.z = z;
@@ -968,9 +968,9 @@
Quaternion.prototype.toEulerAngles = function () {
- var result = BABYLON.Vector3.Zero();
+ var result = Vector3.Zero();
- Quaternion.toEulerAnglesToRef(result);
+ this.toEulerAnglesToRef(result);
return result;
@@ -891,7 +891,7 @@
this.w = w;
- };
+ }
public add(other: Quaternion): Quaternion {
return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
@@ -1,5 +1,5 @@
#ifdef GL_ES
-precision mediump float;
+precision highp float;
#endif
// Samplers
@@ -1,4 +1,4 @@
-precision mediump float;
+precision highp float;
uniform vec4 color;
// Attributes
attribute vec3 position;
#define MAP_EXPLICIT 0.
#define FXAA_REDUCE_MIN (1.0/128.0)
#define MAP_PROJECTION 4.
uniform vec3 color;
// Attribute
vec4 pack(float depth)
uniform bool alphaTest;