 varying highp vec3 specular_interp;
 
 // general for all lights
-uniform vec4 light_color;
-uniform float light_specular;
+uniform highp vec4 light_color;
+uniform highp float light_specular;
 
 // directional
-uniform vec3 light_direction;
+uniform highp vec3 light_direction;
 
 // omni
-uniform vec3 light_position;
-
-uniform float light_range;
-uniform float light_attenuation;
+uniform highp vec3 light_position;
+
+uniform highp float light_range;
+uniform highp float light_attenuation;
 
 // spot
-uniform float light_spot_attenuation;
-uniform float light_spot_range;
-uniform float light_spot_angle;
+uniform highp float light_spot_attenuation;
+uniform highp float light_spot_range;
+uniform highp float light_spot_angle;
 
 void light_compute(
 		vec3 N,


#ifdef USE_REFLECTION_PROBE2

uniform mat4 refprobe2_local_matrix;
varying mediump vec4 refprobe2_reflection_normal_blend;
uniform vec3 refprobe2_box_extents;

#ifndef USE_LIGHTMAP
varying mediump vec3 refprobe2_ambient_normal;

// uniforms
//

uniform highp mat4 camera_matrix;
uniform highp mat4 camera_inverse_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;

uniform highp mat4 world_transform;

uniform highp float time;

