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Older drivers can lie w.r.t. GLSL-version if it's forced lower.
... so don't use gl_PrimitiveID at all when in compatibility mode. This direct commit partly fixes github #6387 -- but see also the forthcoming PR in Uranium.
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@ -60,11 +60,7 @@ fragment =
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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#if __VERSION__ >= 150
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finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
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#else
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finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
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#endif
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gl_FragColor = finalColor;
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gl_FragColor.a = 1.0;
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