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	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
		
			
				
	
	
		
			13 lines
		
	
	
		
			172 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			13 lines
		
	
	
		
			172 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 300 es
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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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uniform sampler2D texture;
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void main()
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{
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  fragColor = texture2D(texture, fragCoord);
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}
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