Is it OK to use highp in fragment shaders for iOS/Android?
问题 According to the GLSL ES reference, support for highp in fragment shaders is optional. So I have been using precision mediump float; in all my fragment shaders so I don't have device compatibility issues. In some cases it's quite difficult to produce good-looking output with only 10 bits of relative precision, and I would love to be able to switch to highp when necessary. How safe is it in practice to require highp support in a fragment shader? I've tried it on a variety of devices, and it