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.
		
			
				
	
	
		
			9 lines
		
	
	
	
		
			118 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			9 lines
		
	
	
	
		
			118 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
 | 
						|
uniform lowp float alpha;
 | 
						|
 | 
						|
varying lowp vec4 v_color;
 | 
						|
 | 
						|
void main()
 | 
						|
{
 | 
						|
	gl_FragColor = vec4(v_color.rgb * alpha, 1);
 | 
						|
}
 |