comment out 'precision' for desktop shaders
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@ -390,7 +390,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
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};
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final static String extrusionVertexShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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+ "uniform vec4 u_color[4];"
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+ "uniform int u_mode;"
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@ -431,14 +431,14 @@ public class ExtrusionRenderLayer extends RenderLayer {
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+ "}}}";
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final static String extrusionFragmentShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "varying vec4 color;"
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+ "void main() {"
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+ " gl_FragColor = color;"
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+ "}";
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final static String extrusionFragmentShaderZ = ""
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+ "precision mediump float;"
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// + "precision mediump float;"
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+ "varying float depth;"
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+ "void main() {"
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+ "float d = depth * 0.2;"
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@ -249,7 +249,7 @@ public final class LineRenderer {
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}
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private final static String lineVertexShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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// factor to increase line width relative to scale
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+ "uniform float u_width;"
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@ -268,7 +268,7 @@ public final class LineRenderer {
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+ "}";
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private final static String lineSimpleFragmentShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform sampler2D tex;"
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+ "uniform float u_wscale;"
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+ "uniform float u_mode;"
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@ -294,7 +294,7 @@ public final class LineRenderer {
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private final static String lineFragmentShader = ""
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+ "#extension GL_OES_standard_derivatives : enable\n"
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform sampler2D tex;"
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+ "uniform float u_mode;"
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+ "uniform vec4 u_color;"
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@ -230,7 +230,7 @@ public class LineTexRenderer {
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}
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final static String vertexShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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+ "uniform vec4 u_color;"
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+ "uniform float u_pscale;"
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@ -258,7 +258,7 @@ public class LineTexRenderer {
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//*
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final static String fragmentShader = ""
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+ "#extension GL_OES_standard_derivatives : enable\n"
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+ " precision mediump float;"
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//+ " precision mediump float;"
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+ " uniform vec4 u_color;"
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+ " uniform vec4 u_bgcolor;"
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+ " uniform float u_pwidth;"
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@ -427,7 +427,7 @@ public final class PolygonRenderer {
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}
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private final static String polygonVertexShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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+ "attribute vec4 a_pos;"
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+ "void main() {"
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@ -435,14 +435,14 @@ public final class PolygonRenderer {
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+ "}";
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private final static String polygonFragmentShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform vec4 u_color;"
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+ "void main() {"
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+ " gl_FragColor = u_color;"
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+ "}";
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private final static String polygonVertexShaderZ = ""
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+ "precision highp float;"
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//+ "precision highp float;"
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+ "uniform mat4 u_mvp;"
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+ "attribute vec4 a_pos;"
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+ "varying float z;"
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@ -451,7 +451,7 @@ public final class PolygonRenderer {
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+ " z = gl_Position.z;"
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+ "}";
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private final static String polygonFragmentShaderZ = ""
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+ "precision highp float;"
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//+ "precision highp float;"
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+ "uniform vec4 u_color;"
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+ "varying float z;"
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+ "void main() {"
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@ -466,7 +466,7 @@ public final class PolygonRenderer {
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+ "}";
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private final static String textureVertexShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform mat4 u_mvp;"
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+ "uniform vec2 u_scale;"
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+ "attribute vec4 a_pos;"
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@ -479,7 +479,7 @@ public final class PolygonRenderer {
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+ "}";
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private final static String textureFragmentShader = ""
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+ "precision mediump float;"
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//+ "precision mediump float;"
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+ "uniform vec4 u_color;"
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+ "uniform sampler2D tex;"
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+ "uniform vec2 u_scale;"
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@ -119,7 +119,7 @@ public final class TextureRenderer {
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private final static double COORD_DIV = 1.0 / GLRenderer.COORD_SCALE;
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private final static String textVertexShader = ""
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+ "precision mediump float; "
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// + "precision mediump float; "
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+ "attribute vec4 vertex;"
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+ "attribute vec2 tex_coord;"
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+ "uniform mat4 u_mv;"
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@ -143,7 +143,7 @@ public final class TextureRenderer {
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+ "}";
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private final static String textFragmentShader = ""
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+ "precision mediump float;"
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// + "precision mediump float;"
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+ "uniform sampler2D tex;"
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+ "varying vec2 tex_c;"
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+ "void main() {"
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