 
 #ifdef USE_REFLECTION_PROBE1
 
-uniform mat4 refprobe1_local_matrix;
+uniform highp mat4 refprobe1_local_matrix;
 varying mediump vec4 refprobe1_reflection_normal_blend;
-uniform vec3 refprobe1_box_extents;
+uniform highp vec3 refprobe1_box_extents;
 
 #ifndef USE_LIGHTMAP
 varying mediump vec3 refprobe1_ambient_normal;

// uniforms
//

uniform mat4 camera_matrix;
/* clang-format on */
uniform mat4 camera_inverse_matrix;
uniform mat4 projection_matrix;
uniform mat4 projection_inverse_matrix;

uniform mat4 world_transform;

uniform highp float time;


varying highp vec3 specular_interp;

// general for all lights
uniform highp vec4 light_color;
uniform highp float light_specular;

// directional
uniform highp vec3 light_direction;

// omni
uniform highp vec3 light_position;

uniform highp float light_range;
uniform highp float light_attenuation;

// spot
uniform highp float light_spot_attenuation;
uniform highp float light_spot_range;
uniform highp float light_spot_angle;

void light_compute(
		vec3 N,
