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They don't have anything specific to DistanceFieldGlyphCacheGL and on the other hand contain special-casing for Luminance vs Red on ES2 that's specific to GlyphCacheGL internals. Additionally, in DistanceFieldGlyphCacheGL the code could assume that the pixel format is either R8 with EXT_texture_rg present or RGBA8 without, here it has to check for EXT_texture_rg presence as GlyphCacheGL can use R8 even without EXT_texture_rg.pull/650/head
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