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megliogreggman
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Typo; punctuation
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webgl/lessons/webgl-precision-issues.md

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@@ -68,8 +68,8 @@ To that last point, unlike values in a `Uint8Array` or `Uint16Array`, a `lowp`
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or `mediump` value or for that matter even a `highp` value is allowed to use
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higher precision (more bits). So for example on a desktop GPU if you put
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`mediump` in your shader it will still most likely use 32bits internally. This
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has the problem of making it hard to test your shaders. To see if the your
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shaders actually work correctly with `lowp` or `mediump` you have to test on a
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has the problem of making it hard to test your shaders. To see if your
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shaders actually work correctly with `lowp` or `mediump`, you have to test on a
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device that actually uses 8bits for `lowp` and 16bits for `highp`.
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So, what do you do?

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