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Don't globally set float precision to mediump, only fragment shaders need that and defining it for vertex shaders causes tilemap cracks. Also manually define low precision for variables that hold color / alpha values.
11 lines
176 B
GLSL
11 lines
176 B
GLSL
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uniform sampler2D texture;
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varying vec2 v_texCoord;
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varying lowp vec4 v_color;
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void main()
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{
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gl_FragColor = texture2D(texture, v_texCoord);
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gl_FragColor.a *= v_color.a;
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}
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