I tried to call the function glGetShaderPrecisionFormat like so:

*int range[] = new int[2];*
*int precision[] =  new int[1];*
* *
*GLES20.glGetShaderPrecisionFormat(GLES20.GL_FRAGMENT_SHADER, 
GLES20.GL_HIGH_FLOAT, range, 0, precision, 0);*

However, it seems to just stick zeros into range and precision.  Or it just 
never filled them in.

Anyone know about this?

Thanks.

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