GLSL ES fragment shader produces very different results on different devices
问题 I am developing a game for Android using OpenGL ES 2.0 and have a problem with a fragment shader for drawing stars in the background. I've got the following code: precision mediump float; varying vec2 transformed_position; float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main(void) { float distance = 10.0; float quantization_strength = 4.0; vec3 background_color = vec3(0.09, 0.0, 0.288); vec2 zero = vec2(0.0, 0.0); vec2 distance_vec = vec2