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GLSL precision qualifiers (lowp, mediump, highp) can now be used for variables in shader code on desktops without causing a compile error, although they do nothing.
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@@ -1292,6 +1292,9 @@ do
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local GLSL_VERSION = "#version 120"
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local GLSL_SYNTAX = [[
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#define lowp
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#define mediump
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#define highp
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#define number float
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#define Image sampler2D
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#define extern uniform
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@@ -6269,6 +6269,9 @@ const unsigned char graphics_lua[] =
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0x09, 0x0a,
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0x09, 0x6c, 0x6f, 0x63, 0x61, 0x6c, 0x20, 0x47, 0x4c, 0x53, 0x4c, 0x5f, 0x53, 0x59, 0x4e, 0x54, 0x41, 0x58,
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0x20, 0x3d, 0x20, 0x5b, 0x5b, 0x0a,
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0x23, 0x64, 0x65, 0x66, 0x69, 0x6e, 0x65, 0x20, 0x6c, 0x6f, 0x77, 0x70, 0x0a,
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0x23, 0x64, 0x65, 0x66, 0x69, 0x6e, 0x65, 0x20, 0x6d, 0x65, 0x64, 0x69, 0x75, 0x6d, 0x70, 0x0a,
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0x23, 0x64, 0x65, 0x66, 0x69, 0x6e, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x0a,
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0x23, 0x64, 0x65, 0x66, 0x69, 0x6e, 0x65, 0x20, 0x6e, 0x75, 0x6d, 0x62, 0x65, 0x72, 0x20, 0x66, 0x6c, 0x6f,
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0x61, 0x74, 0x0a,
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0x23, 0x64, 0x65, 0x66, 0x69, 0x6e, 0x65, 0x20, 0x49, 0x6d, 0x61, 0x67, 0x65, 0x20, 0x73, 0x61, 0x6d, 0x70,
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