 }
 
 mediump float 
-wrath_glyph_is_covered(in vec2 GlyphCoordinate)
+wrath_glyph_is_covered(in mediump vec2 GlyphCoordinate)
 {
   return step(0.0, 
               wrath_glyph_signed_distance(GlyphCoordinate));



mediump float
wrath_glyph_compute_coverage(in vec2 GlyphCoordinate)
{
  mediump float d;
  d=wrath_glyph_signed_distance(GlyphCoordinate);

shader_in mediump float wrath_CurveAnalyticGlyphIndex;

mediump float
wrath_glyph_signed_distance(in mediump vec2 GlyphCoordinate)
{
  mediump float d;
  mediump vec2 GlyphTextureCoordinate, glyph_texture_reciprocal_size;
