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[Public WebGL] Default WebGL sampler precission

Is the goal of WebGL to have content appear as visually identical as possible across platforms? If so, should the default sampler precision on embedded and non-embedded platforms be treated the same way?


To be more specific, the following sample http://learningwebgl.com/lessons/lesson15/index.html looks different on desktop and mobile platforms due to the fact that on desktop sampler precision is ignored, while on mobile platforms sampler2D precision defaults to lowp.


I’m not quite sure what to suggest as a good fix to this problem, but it does seem like a bit of a uniformity issue.


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