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GLES shader fixes
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@ -28,6 +28,13 @@ vertex =
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}
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fragment =
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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varying lowp vec4 v_color;
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varying float v_line_type;
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@ -28,6 +28,13 @@ vertex =
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}
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fragment =
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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varying lowp vec4 v_color;
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varying float v_line_type;
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@ -13,6 +13,13 @@ vertex =
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}
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fragment =
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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@ -13,6 +13,13 @@ vertex =
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}
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fragment =
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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uniform sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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@ -14,6 +14,14 @@ vertex =
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}
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fragment =
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#ifdef GL_ES
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#extension GL_OES_standard_derivatives : enable
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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uniform lowp vec4 u_plateColor;
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_gridColor1;
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