message: When generating GLES shaders without uniforms, declare precision
  * This usually comes from debuguniforms.h, but if we exclude it we still need to
  declare the precision.
diff: @@ -43,9 +43,16 @@ void GenerateGLSLShader(std::vector<std::string> &sources, ShaderType type,
  }
  if(uniforms)
  + {
  sources[1] = GetEmbeddedResource(glsl_debuguniforms_h);
  + }
  + else
  + {
  + if(type == eShaderGLSLES)
  + sources[1] = "precision highp float; precision highp int;";
  else
  sources[1] = "";
  + }
  if(shader.find("#include \"texsample.h\"") != string::npos)
  {
  