I have a shader that ideally needs 28 bits of mantissa, though I can use less and degrade performance. How can I determine what the precision of 'highp' is in OpenGL ES? It's probably an FP24, with 16bits mantissa, but I cannot figure out for sure or how to ask OpenGL. Any ideas?
From the OpenGL ES Shading Language reference:
highp
- 16-bit, floating point range:
-2^62 to 2^62, integer range: -2^16 to 2^16 mediump
- 10 bit, floating
point range: -2^14 to 2^14, integer
range: -2^10 to 2^10 lowp
- 8 bit,
floating point range: -2 to 2,
integer range: -2^8 to 2^8