Thanks, fixed for the next version. This one was tricky to track down, turns out using medium precision for the UV coordinates in the shader wasn't quite enough when using large atlas images like 2048x2048. Desktop platforms tend to use high precision for everything. For now you can work around it by reducing the atlas image to 1024x1024, or by using this shader for your sprites
vertex
attribute highp vec4 position;
attribute mediump vec4 color;
attribute highp vec2 uv;
varying highp vec2 uvVarying;
varying mediump vec4 colorVarying;
uniform highp mat4 agk_Ortho;
void main()
{
gl_Position = agk_Ortho * position;
uvVarying = uv;
colorVarying = color;
}
pixel
uniform sampler2D texture0;
varying highp vec2 uvVarying;
varying mediump vec4 colorVarying;
void main()
{
gl_FragColor = texture2D(texture0, uvVarying) * colorVarying;
}
It still won't work on devices that don't support high precision variables in shaders, but those tend to be quite old now.