I am having some problems with the shaders on these devices. I know they do not support high precision floats in fragment shaders and maybe the problem is related to this because it is the main difference between devices: this shader is working properly in other devices supporting highp.
The fragment shader is quite simple. I am attaching an image with the different results for explaining my problem perfectly. The point is that when I multiply the result of the light with the colour texture, the result is totally broken. But if I output each one by separate the result seems nice for both.
Here is the attached image with all the results:
And here the attached code with vertex and fragment shaders:
As you can see, the highp word is overridden with mediump in the fragment shader just because high precision is not supported.
Any idea about this problem would be quite helpful.