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: 
  varying highp vec2 v_MaskingPosition;
  varying lowp vec4 v_Colour;
  varying vec2 v_TexCoord;
  varying highp vec4 v_TexRect;
  varying highp vec2 v_BlendRange;
  
  
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;
  
  