* Shaders: Force highp for uv computation in bilinearCubeUV(). * Update cube_uv_reflection_fragment.glsl.js Add reference to issue.
@@ -85,7 +85,7 @@ export default /* glsl */`
float faceSize = exp2( mipInt );
- vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;
+ highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0; // #25071
if ( face > 2.0 ) {