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@@ -2,6 +2,7 @@
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[vertex]
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#ifdef USE_GLES_OVER_GL
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+#define lowp
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#define mediump
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#define mediump
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#define highp
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#define highp
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#else
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#else
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@@ -31,8 +32,6 @@ uniform vec4 src_rect;
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uniform highp float time;
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uniform highp float time;
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-
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-
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#ifdef USE_LIGHTING
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#ifdef USE_LIGHTING
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// light matrices
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// light matrices
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@@ -62,7 +61,6 @@ const bool at_light_pass = true;
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const bool at_light_pass = false;
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const bool at_light_pass = false;
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#endif
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#endif
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-
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/* clang-format off */
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/* clang-format off */
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VERTEX_SHADER_GLOBALS
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VERTEX_SHADER_GLOBALS
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@@ -80,7 +78,6 @@ vec2 select(vec2 a, vec2 b, bvec2 c) {
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void main() {
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void main() {
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-
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vec4 color = color_attrib;
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vec4 color = color_attrib;
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#ifdef USE_INSTANCING
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#ifdef USE_INSTANCING
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@@ -159,13 +156,13 @@ VERTEX_SHADER_CODE
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#endif
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#endif
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#endif
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#endif
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-
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}
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}
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/* clang-format off */
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/* clang-format off */
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[fragment]
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#ifdef USE_GLES_OVER_GL
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+#define lowp
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#define mediump
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#define mediump
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#define highp
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#define highp
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#else
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#else
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@@ -231,7 +228,6 @@ const bool at_light_pass = false;
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uniform bool use_default_normal;
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uniform bool use_default_normal;
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-
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/* clang-format off */
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/* clang-format off */
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FRAGMENT_SHADER_GLOBALS
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FRAGMENT_SHADER_GLOBALS
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