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Optimize floating point precision in shaders #2535

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@kvark

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@kvark

Comes from #1506 (4):

Use medium precision for OpenGL ES contexts, for improved performance.
I think the advice is more like “make use of it when applicable because it’s there” and because it can be up to 2x faster.

Need to take a pass over our precision usage in shaders and see if we can relax it.

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