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@ -16,7 +16,11 @@ varying vec3 vPosition;
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// precision must be considered).
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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centroid varying mediump vec2 varTexCoord;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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const float fogStart = FOG_START;
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@ -19,7 +19,11 @@ varying lowp vec4 varColor;
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// The centroid keyword ensures that after interpolation the texture coordinates
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// lie within the same bounds when MSAA is en- and disabled.
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// This fixes the stripes problem with nearest-neighbour textures and MSAA.
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centroid varying mediump vec2 varTexCoord;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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// Color of the light emitted by the light sources.
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@ -9,7 +9,11 @@ varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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centroid varying mediump vec2 varTexCoord;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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varying float vIDiff;
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@ -7,7 +7,11 @@ varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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centroid varying mediump vec2 varTexCoord;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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varying float vIDiff;
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