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Changed the OpenGL ES GLSL precision qualifiers from mediump to highp to fix some mobile GPU postprocessing rendering issues
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@ -24,7 +24,7 @@ void main()
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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uniform uint shaderFlags;
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@ -24,7 +24,7 @@ void main()
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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uniform uint shaderFlags;
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@ -30,7 +30,7 @@ void main(void)
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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in vec2 position;
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@ -24,7 +24,7 @@
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#if defined(VERTEX)
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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uniform mat4 MVPMatrix;
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@ -53,7 +53,7 @@ void main()
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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uniform vec2 texSize;
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