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Mobile GLES smoke test on real hardware (F4 verification) #278

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@Exoridus

PR #272 promoted all WebGL2 position/UV vertex stages (and fragment texcoord varyings) from lowp/mediump to highp - the class of breakage this fixes (fp16 world-coordinate collapse) is invisible on desktop, where precision qualifiers are ignored. The suite therefore cannot verify the fix where it matters.

Needed: a one-off smoke run of the WebGL2 browser suite (or a representative example set) on a real mobile GLES device/emulator with genuine fp16 lowp, to confirm world-space rendering, UV sampling, and the 16-slot sprite batch are correct. Also relevant for the review's 'poor browser capability fallback' concern.

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