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[client] egl: switch from mediump
to highp
This fixes a rounding issue on certain hardware (NVidia) which actually implement mediump as half precision (16-bit) float. It's safe to assume `highp` is available as if the GPU does not support it, then the shader compiler will try to find a lower precision that is supported by the GPU
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#version 300 es
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precision mediump float;
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precision highp float;
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layout(location = 0) in vec2 vertex;
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out vec2 fragCoord;
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#version 300 es
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precision mediump float;
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precision highp float;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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#version 300 es
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precision mediump float;
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precision highp float;
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in vec2 uv;
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out vec4 color;
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#version 300 es
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precision mediump float;
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precision highp float;
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#include "color_blind.h"
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#version 300 es
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precision mediump float;
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precision highp float;
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out vec4 color;
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#version 300 es
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precision mediump float;
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precision highp float;
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layout(location = 0) in vec2 vertex;
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out vec2 uv;
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#version 300 es
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precision mediump float;
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precision highp float;
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#define EGL_SCALE_AUTO 0
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#define EGL_SCALE_NEAREST 1
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#version 300 es
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precision mediump float;
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precision highp float;
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in vec2 fragCoord;
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out vec4 fragColor;
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#version 300 es
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precision mediump float;
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precision highp float;
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#define PI 3.141592653589793
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#version 300 es
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precision mediump float;
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precision highp float;
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in vec2 fragCoord;
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out vec4 fragColor;
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#version 300 es
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precision mediump float;
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precision highp float;
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#include "compat.h"
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#version 300 es
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precision mediump float;
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precision highp float;
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#include "compat.h"
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#version 300 es
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precision mediump float;
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precision highp float;
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#include "compat.h"
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