I want to have same shader source for OpenGL ES and OpenGL (Windows). To do this I want to define custom data types and use only OpenGL ES functions.
One approach is to define:
#define highp
#define mediump
#define lowp
for Windows shader and write the shader as it is for OpenGL ES.
Other approach is to define custom data types like this for OpenGL ES:
#define hvec2 highp vec2
and like this for Windows
#define hvec2 vec2
What do you think is better? Do you have other solutions for this problem?