anchor.diff:  void main(void)
   {
   	highp float dist = distanceFromRoundedRect(vec2(0.0), g_CornerRadius);
  -	float alphaFactor = 1.0;
  +	lowp float alphaFactor = 1.0;
   	lowp vec4 texel = texture2D(m_Sampler, v_TexCoord, -0.9);
   
   	// Discard inner pixels
  
positive.code: #ifdef GL_ES
  	precision mediump float;
  #else
  	// Since glsl 1.1 doesn't define precision qualifiers but GL_ES does, 
  	// Define them as nothing to avoid compilation issues.
  	#define highp
  	#define lowp
  #endif
  
  
negative.code: uniform highp float g_BorderThickness;
  uniform lowp vec4 g_BorderColour;
  
  uniform mediump float g_MaskingBlendRange;
  
  uniform lowp float g_AlphaExponent;
  
  uniform highp vec2 g_EdgeOffset;
  
  uniform bool g_DiscardInner;
  uniform highp float g_InnerCornerRadius;
  
  highp float distanceFromRoundedRect(highp vec2 offset, highp float radius)
  {
  	highp vec2 maskingPosition = v_MaskingPosition + offset;
  
  