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Port most shaders to GLSL ES 3.0 (#16639)
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@@ -18,11 +18,7 @@ uniform vec3 v_LightDirection;
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const vec3 v_LightDirection = vec3(0.0, -1.0, 0.0);
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#endif
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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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const float far = 1000.;
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float mapDepth(float depth)
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