"varying highp vec2 sampleCoord; \n"
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" gl_FragColor = color * smoothstep(alphaMin, \n"
" alphaMax, \n"
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
- "uniform lowp float outlineAlphaMax0; \n"
- "uniform lowp float outlineAlphaMax1; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
+ "uniform mediump float outlineAlphaMax0; \n"
+ "uniform mediump float outlineAlphaMax1; \n"
"void main() { \n"
" mediump float d = texture2D(texture, sampleCoord).a; \n"
" gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" highp float a = smoothstep(alphaMin, alphaMax, texture2D(texture, sampleCoord).a);\n"
" highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
"varying highp vec3 sampleFarRight; \n"
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec4 n; \n"
" n.x = texture2DProj(texture, sampleFarLeft).a; \n"
"varying highp vec3 sampleNearRight; \n"
"uniform sampler2D texture; \n"
"uniform lowp vec4 color; \n"
- "uniform lowp float alphaMin; \n"
- "uniform lowp float alphaMax; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec2 n; \n"
" n.x = texture2DProj(texture, sampleNearLeft).a; \n"