"\n"
" else // (uDoShadow > 0.0)\n"
" {\n"
- " float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n"
+ " mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n"
" mediump float inText = alphaFactor;\n"
" mediump float inShadow = smoothstep(uSmoothing - smoothWidth, uSmoothing + smoothWidth, shadowDistance);\n"
"\n"