Hello,
I'm currently making a game for my Galaxy Watch 4. I have a library of my own shaders that I've written over the years. Some work great on the watch; however, some don't work at all.
I think the issue is to do with precision. For example, my rnd function doesn't work at all:
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898,12.1414))) * 83758.5453);
}
Presumably this is because 83758.54
is larger than whatever the range is of floats on my watches' GPU.
Some of my shaders, I've been able to “optimise” for my watch; however, this is an extremely laborious activity as deploying to a watch for every tiny tweak you make to the shader is slow.
Any tips on how I could force my PC to operate at lower/similar precision to my watch?
I don't mind if it's not an exact emulation of the watch; however, at the very least, I want it to behave in the same way in terms of precision.
Any help would be greatly appreciated.