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@@ -54,7 +54,8 @@ GLSL.SYNTAX = [[
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#define DepthCubeImage samplerCubeShadow
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#define DepthCubeImage samplerCubeShadow
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#endif
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#endif
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#define extern uniform
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#define extern uniform
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-#ifdef GL_EXT_texture_array
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+#if defined(GL_EXT_texture_array) && (!defined(GL_ES) || __VERSION__ > 100)
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+#define texture_arrays_enabled
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#extension GL_EXT_texture_array : enable
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#extension GL_EXT_texture_array : enable
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#endif
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#endif
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#ifdef GL_OES_texture_3D
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#ifdef GL_OES_texture_3D
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@@ -85,7 +86,7 @@ uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
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GLSL.FUNCTIONS = [[
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GLSL.FUNCTIONS = [[
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#ifdef GL_ES
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#ifdef GL_ES
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- #if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
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+ #if __VERSION__ >= 300 || defined(texture_arrays_enabled)
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precision lowp sampler2DArray;
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precision lowp sampler2DArray;
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#endif
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#endif
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#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
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#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
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@@ -121,7 +122,7 @@ GLSL.FUNCTIONS = [[
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
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vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
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#endif
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#endif
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- #if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
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+ #if __VERSION__ >= 130 || defined(texture_arrays_enabled)
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vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
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vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
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#endif
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#endif
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#ifdef PIXEL
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#ifdef PIXEL
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@@ -130,7 +131,7 @@ GLSL.FUNCTIONS = [[
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
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vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
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#endif
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#endif
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- #if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
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+ #if __VERSION__ >= 130 || defined(texture_arrays_enabled)
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vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
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vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
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#endif
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#endif
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#endif
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#endif
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