anchor.diff: -#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.
  +#ifndef GL_ES
   	#define highp
  +	#define mediump
   	#define lowp
   #endif
   
  
positive.code: 		return length(max(vec2(0.0), distanceFromShrunkRect));
  }
  
  float distanceFromDrawingRect()
  {
  	highp vec2 topLeftOffset = v_TexRect.xy - v_TexCoord;
  	topLeftOffset = vec2(
  
negative.code: void main(void)
  {
  	highp float dist = distanceFromRoundedRect(vec2(0.0), g_CornerRadius);
  	lowp float alphaFactor = 1.0;
  	lowp vec4 texel = texture2D(m_Sampler, v_TexCoord, -0.9);
  
  	// Discard inner pixels
  