Monthly Archives: August 2016

Emulated 64-bit floats in OpenGL ES shader

In the previous post the resolution of a Mandelbrot set fractal was greatly increased by generating it in a vertex shader instead of a fragment shader, because full highp 32 bit floats where available instead of the mediump 16-bit half-floats that … Continue reading

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High precision floats in OpenGL ES shaders

In the previous post I tried emulating higher precision by using two 10-bit precision floats, but couldn’t get it working. As you can see in the lower part of the screenshots, the precision did increase but not by much. The upper part of the … Continue reading

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