IOS release, UV precision
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ios
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- C++
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Description
**Case:**
model uv precision: 0.0001
**Result:**
IOS debug: ok;
IOS release: bad;
IOS relase and option(FILAMENT_DISABLE_MATOPT "Disable material optimizations" ON): ok;
**Posible Cause**
float3->half3 by auto optimzation of shader(constructed from base.mat.in);
**Question**
However, if I force to set precision in following mat, it not works. GPU frame capture still show float3->half3. Why is that?
file: base.mat.in
`fragment {
precision highp float;
void material(inout MaterialInputs material) {}
}`
related:
https://github.com/google/filament/issues/7151
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