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@@ -460,12 +460,12 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
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# define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name
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# define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name
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# define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name
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# define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name
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-# if BGFX_SHADER_LANGUAGE_GLSL >= 130
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-# define ISAMPLER2D(_name, _reg) uniform isampler2D _name
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-# define USAMPLER2D(_name, _reg) uniform usampler2D _name
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-# define ISAMPLER3D(_name, _reg) uniform isampler3D _name
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-# define USAMPLER3D(_name, _reg) uniform usampler3D _name
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+# define ISAMPLER2D(_name, _reg) uniform isampler2D _name
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+# define USAMPLER2D(_name, _reg) uniform usampler2D _name
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+# define ISAMPLER3D(_name, _reg) uniform isampler3D _name
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+# define USAMPLER3D(_name, _reg) uniform usampler3D _name
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+# if BGFX_SHADER_LANGUAGE_GLSL >= 130
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# define texture2D(_sampler, _coord) texture(_sampler, _coord)
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# define texture2D(_sampler, _coord) texture(_sampler, _coord)
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# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
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# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
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# define texture3D(_sampler, _coord) texture(_sampler, _coord)
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# define texture3D(_sampler, _coord) texture(_sampler, _coord)
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