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When generating GLES shaders without uniforms, declare precision
* This usually comes from debuguniforms.h, but if we exclude it we still need to declare the precision.
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@@ -43,9 +43,16 @@ void GenerateGLSLShader(std::vector<std::string> &sources, ShaderType type,
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}
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if(uniforms)
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{
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sources[1] = GetEmbeddedResource(glsl_debuguniforms_h);
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}
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else
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sources[1] = "";
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{
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if(type == eShaderGLSLES)
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sources[1] = "precision highp float; precision highp int;";
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else
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sources[1] = "";
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}
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if(shader.find("#include \"texsample.h\"") != string::npos)
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{
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