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@@ -516,19 +516,18 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters
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vertexShader = unrollLoops( vertexShader );
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fragmentShader = unrollLoops( fragmentShader );
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- var vertexGlsl = prefixVertex + vertexShader;
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- var fragmentGlsl = prefixFragment + fragmentShader;
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-
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if ( isWebGL2 && ! material.isRawShaderMaterial ) {
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// GLSL 3.0 conversion
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- var gles3VS = [
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+ prefixVertex = [
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+ '#version 300 es\n',
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'#define attribute in',
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'#define varying out',
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'#define texture2D texture'
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- ].join( '\n' );
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+ ].join( '\n' ) + '\n' + prefixVertex;
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- var gles3FS = [
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+ prefixFragment = [
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+ '#version 300 es\n',
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'#define varying in',
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'out highp vec4 pc_fragColor;',
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'#define gl_FragColor pc_fragColor',
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@@ -542,13 +541,13 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters
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'#define texture2DGradEXT textureGrad',
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'#define texture2DProjGradEXT textureProjGrad',
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'#define textureCubeGradEXT textureGrad'
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- ].join( '\n' );
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-
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- vertexGlsl = '#version 300 es\n' + gles3VS + '\n' + vertexGlsl;
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- fragmentGlsl = '#version 300 es\n' + gles3FS + '\n' + fragmentGlsl;
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+ ].join( '\n' ) + '\n' + prefixFragment;
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}
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+ var vertexGlsl = prefixVertex + vertexShader;
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+ var fragmentGlsl = prefixFragment + fragmentShader;
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+
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// console.log( '*VERTEX*', vertexGlsl );
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// console.log( '*FRAGMENT*', fragmentGlsl );
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