The fragment shader's min/max Z discard declared it with the default
precision, the vertex shader with highp, and PowerVR refuses to link such a
program, so every draw that needed the discard was dropped. On a PowerVR
GE8320 that was Street Riders, Valkyria Chronicles, Flatout and Frontier
Gate, and with the discard taking one-sided depth ranges too (next commit),
most of Pursuit Force.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>