Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped
Closes #280.
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7b53cc6731
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uSrc;
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precision highp float;
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precision highp sampler2D;
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in ivec2 aPosition;
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precision highp float;
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precision highp sampler2D;
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uniform vec4 uColor;
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uTexture;
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uniform vec4 uColor;
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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uniform vec2 uTextureSize;
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precision highp float;
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precision highp sampler2D;
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uniform vec4 uGroundColor;
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uniform vec4 uGridlineColor;
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uTransform;
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uniform int uGridlineCount;
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uAreaLUT;
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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uniform vec2 uTileSize;
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uOldTransform;
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uniform sampler2D uTexture;
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uNewTransform;
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precision highp float;
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precision highp sampler2D;
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out vec4 oFragColor;
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precision highp float;
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precision highp sampler2D;
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in vec3 aPosition;
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@ -36,6 +36,7 @@
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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precision highp sampler2D;
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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uniform sampler2D uSrc;
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uSrc;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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in ivec2 aPosition;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform vec4 uColor;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uTexture;
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uniform vec4 uColor;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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uniform vec2 uTextureSize;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform vec4 uGroundColor;
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uniform vec4 uGridlineColor;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uTransform;
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uniform int uGridlineCount;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform sampler2D uAreaLUT;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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uniform vec2 uTileSize;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uOldTransform;
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uniform sampler2D uTexture;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uNewTransform;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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out vec4 oFragColor;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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in vec3 aPosition;
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@ -34,6 +34,7 @@
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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precision highp sampler2D;
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#define EPSILON 0.00001
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform vec2 uFramebufferSize;
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uniform sampler2D uSrc;
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// except according to those terms.
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precision highp float;
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precision highp sampler2D;
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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