only specifies precision for fragment shader, vertex shader defaults to highp as per gles2/gles3 spec
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@ -415,15 +415,9 @@ static int glnvg__renderCreate(void* uptr)
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"#define NANOVG_GL3 1\n";
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#elif defined NANOVG_GLES2
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"#version 100\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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" precision highp float;\n"
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"#else\n"
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" precision mediump float;\n"
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"#endif\n"
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"#define NANOVG_GL2 1\n";
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#elif defined NANOVG_GLES3
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"#version 300 es\n"
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"precision highp float;\n"
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"#define NANOVG_GL3 1\n";
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#endif
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@ -448,6 +442,13 @@ static int glnvg__renderCreate(void* uptr)
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"}\n";
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static const char* fillFragShader =
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"#ifdef GL_ES\n"
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"#if defined(GL_FRAGMENT_PRECISION_HIGH) || defined(NANOVG_GL3)\n"
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" precision highp float;\n"
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"#else\n"
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" precision mediump float;\n"
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"#endif\n"
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"#endif\n"
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"#ifdef NANOVG_GL3\n"
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"#ifdef USE_UNIFORMBUFFER\n"
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" layout(std140) uniform frag {\n"
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