                  address / WR_MAX_VERTEX_TEXTURE_WIDTH);
 }
 
-uniform sampler2D sResourceCache;
+uniform HIGHP_SAMPLER_FLOAT sampler2D sResourceCache;
 
 vec4[2] fetch_from_resource_cache_2(int address) {
     ivec2 uv = get_resource_cache_uv(address);

        #else
        precision mediump sampler2DArray;
        #endif
    #endif
#endif

#define PST_TOP_LEFT     0

#define VECS_PER_GRADIENT           3
#define VECS_PER_GRADIENT_STOP      2

uniform HIGHP_SAMPLER_FLOAT sampler2D sLayers;
uniform HIGHP_SAMPLER_FLOAT sampler2D sRenderTasks;

uniform HIGHP_SAMPLER_FLOAT sampler2D sData32;

// Instanced attributes
in ivec4 aData0;
