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.
		
			
				
	
	
		
			20 lines
		
	
	
	
		
			330 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			20 lines
		
	
	
	
		
			330 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 projMat;
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uniform mat4 matrix;
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uniform vec2 texSizeInv;
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attribute vec2 position;
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attribute vec2 texCoord;
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attribute lowp vec4 color;
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varying vec2 v_texCoord;
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varying lowp vec4 v_color;
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void main()
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{
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	gl_Position = projMat * matrix * vec4(position, 0, 1);
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	v_texCoord = texCoord * texSizeInv;
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	v_color = color;
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}
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