 #define mediump
 #define highp
 #else
+// On mobile devices we want to default to medium precision to increase performance in the fragment shader.
 #if defined(USE_HIGHP_PRECISION)
 precision highp float;
 precision highp int;

uniform highp mat4 world_transform;

uniform highp float time;
uniform int view_index;

uniform highp vec2 viewport_size;


#define mediump
#define highp
#else
// Default to high precision variables for the vertex shader.
// Note that the fragment shader however may default to mediump on mobile for performance,
// and thus shared uniforms should use a specifier to be consistent in both shaders.
precision highp float;
precision highp int;
#endif
