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Posted

If you develop your shader on PC or Mac, you can just copy and paste the code into the OpenGLES code boxes and add "highp" in front of every float variable declaration. You can hit F5 to test the shader out and if there are any compile errors they will be shown.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Or the even easier way, just add this at the top of the code:

precision highp float;

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Do you use the OpenGL ES 2.0 API specification on Android? Or is there a lot of LW specific code that would stop me using the shaders in another programs? As I might be interested in getting LW3 with android support, if I can use it to test some shader designs.

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