@ -1,6 +1,7 @@
#include "sh_Flashlight.h"
vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour)
// highp diff prevents loss in precision when calculating smoothing distance on GL_ES platforms
vec4 getColourAt(highp vec2 diff, vec2 size, vec4 originalColour)
{
float dist = length(diff);
float flashlightRadius = length(size);
@ -1,5 +1,5 @@
#ifdef GL_ES
precision highp float;
precision mediump float;
#endif
varying vec2 v_Position;