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.
		
			
				
	
	
		
			15 lines
		
	
	
	
		
			235 B
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			15 lines
		
	
	
	
		
			235 B
		
	
	
	
		
			C
		
	
	
	
	
	
#ifdef GLSLES
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#ifdef FRAGMENT_SHADER
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/* Only the fragment shader has no default float precision */
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precision mediump float;
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#endif
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#else
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/* Desktop GLSL doesn't know about these */
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#define highp
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#define mediump
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#define lowp
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#endif
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