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graphics: No need to specify precision on vertex shaders (highp is default)
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@ -27,19 +27,11 @@ func shader(id shaderId) string {
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var shaders = map[shaderId]string{
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shaderVertexModelview: `
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#if defined(GL_ES)
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precision highp float;
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#else
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#define lowp
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#define mediump
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#define highp
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#endif
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uniform highp mat4 projection_matrix;
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attribute highp vec2 vertex;
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attribute highp vec2 tex_coord;
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attribute highp vec4 geo_matrix_body;
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attribute highp vec2 geo_matrix_translation;
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uniform mat4 projection_matrix;
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attribute vec2 vertex;
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attribute vec2 tex_coord;
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attribute vec4 geo_matrix_body;
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attribute vec2 geo_matrix_translation;
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varying vec2 vertex_out_tex_coord;
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void main(void) {
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