commit 2e7ad49f1882e9156be9eb42a82568c0ef463144
Author: Leszek Koltunski <leszek@distorted.org>
Date:   Sat Jan 21 00:25:43 2017 +0000

    Define float precision in Vertex Shaders to the same like in Fragment Shaders.

diff --git a/src/main/res/raw/main_vertex_shader.glsl b/src/main/res/raw/main_vertex_shader.glsl
index 25e72f1..e1cb374 100644
--- a/src/main/res/raw/main_vertex_shader.glsl
+++ b/src/main/res/raw/main_vertex_shader.glsl
@@ -17,6 +17,8 @@
 // along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
 //////////////////////////////////////////////////////////////////////////////////////////////
 
+precision lowp float;
+
 uniform vec3 u_objD;                 // half of object width x half of object height X half the depth;
                                      // point (0,0,0) is the center of the object
 
diff --git a/src/main/res/raw/post_vertex_shader.glsl b/src/main/res/raw/post_vertex_shader.glsl
index 6ceddd3..0b04ef8 100644
--- a/src/main/res/raw/post_vertex_shader.glsl
+++ b/src/main/res/raw/post_vertex_shader.glsl
@@ -17,6 +17,8 @@
 // along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
 //////////////////////////////////////////////////////////////////////////////////////////////
 
+precision lowp float;
+
 uniform vec2 u_objD;             // object width X object height.
                                  // point (0,0) is the center of the object
 uniform mat4 u_MVPMatrix;        // the combined model/view/projection matrix.
diff --git a/src/main/res/raw/test_vertex_shader.glsl b/src/main/res/raw/test_vertex_shader.glsl
index 8670197..ca4a98c 100644
--- a/src/main/res/raw/test_vertex_shader.glsl
+++ b/src/main/res/raw/test_vertex_shader.glsl
@@ -17,6 +17,8 @@
 // along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
 //////////////////////////////////////////////////////////////////////////////////////////////
 
+precision lowp float;
+
 uniform vec2 u_objD;             // object width X object height.
                                  // point (0,0) is the center of the object
 uniform mat4 u_MVPMatrix;        // the combined model/view/projection matrix.
