Use highp in vertex shaders on GLES;
@@ -2017,8 +2017,8 @@ static char* lovrShaderGetFlagCode(ShaderFlag* flags, uint32_t flagCount) {
Shader* lovrShaderInitGraphics(Shader* shader, const char* vertexSource, const char* fragmentSource, ShaderFlag* flags, uint32_t flagCount) {
#if defined(LOVR_WEBGL) || defined(LOVR_GLES)
- const char* vertexHeader = "#version 300 es\nprecision mediump float;\nprecision mediump int;\n";
- const char* fragmentHeader = vertexHeader;
+ const char* vertexHeader = "#version 300 es\nprecision highp float;\nprecision highp int;\n";
+ const char* fragmentHeader = "#version 300 es\nprecision mediump float;\nprecision mediump int;\n";
#else
const char* vertexHeader = state.features.compute ? "#version 430\n" : "#version 150\n";
const char* fragmentHeader = "#version 150\n";
