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@ -36,6 +36,12 @@ |
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#define layout(arg) |
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#define layout(arg) |
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#endif |
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#endif |
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/* This is needed also on desktop ES 3.0 emulation on NVidia 330.20 even though |
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fwidth() is part of GLSL ES 3.0 */ |
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#if defined(WIREFRAME_RENDERING) && defined(GL_ES) |
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#extension GL_OES_standard_derivatives : enable |
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#endif |
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#ifndef GL_ES |
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#ifndef GL_ES |
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layout(location = 2) uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0); |
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layout(location = 2) uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0); |
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#else |
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#else |
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@ -64,12 +70,6 @@ in lowp vec3 barycentric; |
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out lowp vec4 fragmentColor; |
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out lowp vec4 fragmentColor; |
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#endif |
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#endif |
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/* This is needed also on desktop ES 3.0 emulation on NVidia 330.20 even though |
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fwidth() is part of GLSL ES 3.0 */ |
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#if defined(WIREFRAME_RENDERING) && defined(GL_ES) |
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#extension GL_OES_standard_derivatives : enable |
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#endif |
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void main() { |
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void main() { |
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#ifdef WIREFRAME_RENDERING |
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#ifdef WIREFRAME_RENDERING |
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#ifndef NO_GEOMETRY_SHADER |
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#ifndef NO_GEOMETRY_SHADER |
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