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Port most shaders to GLSL ES 3.0 (#16639)
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@@ -5,11 +5,7 @@ uniform vec2 texelSize0;
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uniform mediump float bloomRadius;
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uniform mat3 bloomBlurWeights;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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// smoothstep - squared
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float smstsq(float f)
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