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WebGLRenderer: added clamping of user specified precision to maximum …

…available.

For the moment just continuing with having both vertex and fragment shaders using the same precision (not to get uniforms precision mismatch, see #1602).

See #2769
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1 parent 383b97b commit 6670e6ad47bd136b7d372165fcc11146cf24e5f8 @alteredq committed Dec 7, 2012
Showing with 36,403 additions and 36,309 deletions.
  1. +36,043 −35,997 build/three.js
  2. +313 −311 build/three.min.js
  3. +47 −1 src/renderers/WebGLRenderer.js
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