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Port most shaders to GLSL ES 3.0 (#16639)
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@@ -1,5 +1,5 @@
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#ifdef USE_ARRAY_TEXTURE
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uniform sampler2DArray baseTexture;
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uniform mediump sampler2DArray baseTexture;
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#else
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uniform sampler2D baseTexture;
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#endif
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@@ -33,34 +33,27 @@ uniform float crackTextureScale;
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uniform float xyPerspectiveBias1;
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uniform vec3 shadow_tint;
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varying float adj_shadow_strength;
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varying float cosLight;
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varying float f_normal_length;
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varying vec3 shadow_position;
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varying float perspective_factor;
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VARYING_ float adj_shadow_strength;
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VARYING_ float cosLight;
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VARYING_ float f_normal_length;
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VARYING_ vec3 shadow_position;
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VARYING_ float perspective_factor;
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#endif
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varying vec3 vNormal;
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varying vec3 vPosition;
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VARYING_ vec3 vNormal;
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VARYING_ vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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// If the absolute position is required it can be calculated with
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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#ifdef GL_ES
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying float varTexLayer;
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varying float nightRatio;
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#else
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centroid varying lowp vec4 varColor;
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centroid varying vec2 varTexCoord;
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centroid varying float varTexLayer; // actually int
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centroid varying float nightRatio;
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#endif
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varying highp vec3 eyeVec;
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VARYING_ vec3 worldPosition;
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CENTROID_ VARYING_ lowp vec4 varColor;
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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CENTROID_ VARYING_ float varTexLayer; // actually int
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CENTROID_ VARYING_ float nightRatio;
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VARYING_ highp vec3 eyeVec;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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#if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WATER_REFLECTIONS && ENABLE_WAVING_WATER)
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