Don't globally set float precision to mediump, only fragment shaders need that and defining it for vertex shaders causes tilemap cracks. Also manually define low precision for variables that hold color / alpha values.
		
			
				
	
	
		
			16 lines
		
	
	
	
		
			297 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			16 lines
		
	
	
	
		
			297 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform sampler2D texture;
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varying vec2 v_texCoord;
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varying vec2 v_blurCoord[2];
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void main()
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{
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	lowp vec4 frag = vec4(0, 0, 0, 0);
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	frag += texture2D(texture, v_texCoord);
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	frag += texture2D(texture, v_blurCoord[0]);
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	frag += texture2D(texture, v_blurCoord[1]);
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	gl_FragColor = frag / 3.0;
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}
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