 	highp vec2 coord4 = coord + err; 
 #endif // c_globalUseFullResolutionGBuffer
 
-	highp vec4 retValue = texture2D(u_mosaic, coord1);
+	vec4 retValue = texture2D(u_mosaic, coord1);
 #if NumComparands > 1
 	highp float retDepth = abs(texture2D(u_depth, coord1).x - targetDepth);
 #endif // NumComparands > 1
 
 #if NumComparands >= 2
-	highp vec4 value2 = texture2D(u_mosaic, coord2);
+	vec4 value2 = texture2D(u_mosaic, coord2);
 	highp float depth2 = abs(texture2D(u_depth, coord2).x - targetDepth);
 	if (depth2 < retDepth) {
 		retValue = value2;

#endif

#if NumComparands >= 4
	highp vec4 value4 = texture2D(u_mosaic, coord4);
	highp float depth4 = abs(texture2D(u_depth, coord4).x - targetDepth);
	if (depth4 < retDepth) {
		retValue = value4;

#endif

#if NumComparands >= 3
	vec4 value3 = texture2D(u_mosaic, coord3);
	highp float depth3 = abs(texture2D(u_depth, coord3).x - targetDepth);
	if (depth3 < retDepth) {
		retValue = value3;
