diff --git a/AVQt/texture.fsh b/AVQt/texture.fsh
index e7642a445f567285eec8ce498f5b50eacb339076..6a1fdcd7757aacaa7dd1c9f09b9bd154f8c8aa2b 100644
--- a/AVQt/texture.fsh
+++ b/AVQt/texture.fsh
@@ -1,5 +1,11 @@
 // fragment shader
 
+#ifdef GL_ES
+// Set default precision to medium
+precision mediump int;
+precision mediump float;
+#endif
+
 in vec4 fragColor;// input: interpolated color as rgba-value
 in vec2 texCoord;// input: texture coordinate (xy-coordinates)
 out vec4 finalColor;// output: final color value as rgba-value
diff --git a/AVQt/texture.vsh b/AVQt/texture.vsh
index 1c47710c61b94905f34afeaf2cdd50a5ea3eaf9a..83caa39e01b930166a2641b00198de9457550ed2 100644
--- a/AVQt/texture.vsh
+++ b/AVQt/texture.vsh
@@ -1,12 +1,18 @@
 // vertex shader
 
-layout(location = 0) in vec3 position;   // input:  attribute with index '0' with 3 elements per vertex
+#ifdef GL_ES
+// Set default precision to medium
+precision mediump int;
+precision mediump float;
+#endif
+
+layout(location = 0) in vec3 position;// input:  attribute with index '0' with 3 elements per vertex
 //layout(location = 1) in vec3 color;      // input:  attribute with index '1' with 3 elements (=rgb) per vertex
-layout(location = 1) in vec2 texcoords;  // input:  attribute with index '2' with 2 elements per vertex
+layout(location = 1) in vec2 texcoords;// input:  attribute with index '2' with 2 elements per vertex
 //layout(location = 2) in float texnr;     // input:  attribute with index '3' with 1 float per vertex
 
-out vec4 fragColor;                      // output: computed fragmentation color
-out vec2 texCoord;                       // output: computed texture coordinates
+out vec4 fragColor;// output: computed fragmentation color
+out vec2 texCoord;// output: computed texture coordinates
 //flat out float texID;                    // output: texture ID - mind the 'flat' attribute!
 
 void main() {