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Fix precision issues in vertex shaders
Restore conditional that makes mediump declaration only apply to fragment shaders This was erroneously removed to make the Lanczos3 shader link properly, but it resulted in vertex shaders incorrectly defaulting to mediump Add highp precision declaration to Lanczos3 fragment shader so that it can link
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#ifdef GLSLES
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#ifdef FRAGMENT_SHADER
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/* Only the fragment shader has no default float precision */
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precision mediump float;
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#endif
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#else
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// Copyright 2020 Lilian Gimenez (Sentmoraap).
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// MIT license.
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precision highp float;
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uniform sampler2D texture;
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uniform vec2 sourceSize;
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uniform vec2 texSizeInv;
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