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An unqualified float uniform takes each stage's default precision, and those differ -- highp in the vertex stage, mediump in the fragment one. LOVE 11 linked the pair regardless; LOVE 12 requires both declarations to carry the same qualifier and refuses the shader: Cannot compile shader: ERROR: Linking fragment stage: Precision qualifiers must match: vertex stage: fireflyNight "" fragment stage: fireflyNight "" Voxel3D.available() is 'the scene shader compiled', so the refusal takes the whole 3D pass with it and the overworld silently falls back to flat 2D. That is the current state on iOS, whose shell ships LOVE 12, and it is latent for every other platform that moves to 12. Uses LOVE_HIGHP_OR_MEDIUMP, the same macro vWorld and vGrid already carry.