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Specify precision in monitor fragment shader
Some people run Minecraft on OpenGL ES GPUs via the gl4es translation bridge. This sets the default precision for floats and ints, but not usamplerBuffer. Using lowp should be fine here (we don't need to encode much info!), but we use mediump just in case. Have run this through the Mali Offline compiler, and it seems fine with it. Fixes #2127.
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@ -10,7 +10,7 @@
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#define FONT_HEIGHT 9.0
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uniform sampler2D Sampler0; // Font
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uniform usamplerBuffer Tbo;
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uniform mediump usamplerBuffer Tbo;
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layout(std140) uniform MonitorData {
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vec3 Palette[16];
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