Those are just a veneer over GLSL’s built-in qualifiers: precision qualifiers. Presumably, after a bunch of tests, those usages seemed to show the best balance. (“uv” is just a synonym for “texture coordinates”.)
This has all the relevant info around the middle of the document: Reference Card lowp doesn’t let you store very large values, but is fixed-point, so you can store multiples of 1 / 256 exactly, e.g. for colors.
The newest additions are quite nice!
@ Lerg I wonder if the starfield wouldn’t benefit from some (noise-based) perpendicular motion, to break up all the straight line motion right now.
Also, as I mentioned above, you COULD stuff those sound samples into a texture. The necessary DSP shader is the sticking point.
Only a WIP at the moment, but might as well add it: rotating cylinder I have some subtle error in the v-coordinate computations. This would be a bit easier if I wasn’t trying to keep the axes consistent between rotations.