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Fix GLES shader precision issues (#14516)
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@@ -1,13 +1,12 @@
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uniform sampler2D baseTexture;
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uniform vec3 dayLight;
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uniform vec4 fogColor;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform highp vec3 cameraOffset;
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uniform float animationTimer;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// shadow texture
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@@ -44,7 +43,7 @@ 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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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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varying float vIDiff;
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@@ -1,10 +1,7 @@
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uniform mat4 mWorld;
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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uniform vec4 emissiveColor;
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uniform vec3 cameraOffset;
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uniform lowp vec4 emissiveColor;
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varying vec3 vNormal;
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varying vec3 vPosition;
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@@ -33,7 +30,7 @@ centroid varying vec2 varTexCoord;
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varying float perspective_factor;
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#endif
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varying vec3 eyeVec;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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