Leave only GLSL_330 macro
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#include "shaders_common.h"
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#include "shaders_common.h"
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static const char *nuklear_fragment_shader = GLSL_330_ES(
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static const char *nuklear_fragment_shader = GLSL_330(
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precision mediump float;
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D Texture;
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in vec2 Frag_UV;
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in vec2 Frag_UV;
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#include "shaders_common.h"
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#include "shaders_common.h"
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static const char *nuklear_vertex_shader = GLSL_330_ES(
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static const char *nuklear_vertex_shader = GLSL_330(
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uniform mat4 ProjMtx;
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uniform mat4 ProjMtx;
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in vec2 Position;
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in vec2 Position;
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in vec2 TexCoord;
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in vec2 TexCoord;
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@ -3,12 +3,10 @@
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#if defined(HAVE_OPENGLES)
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#if defined(HAVE_OPENGLES)
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#define GLSL(src) "precision mediump float;\n" #src
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#define GLSL(src) "precision mediump float;\n" #src
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#define GLSL_330_ES(src) "#version 330 es\nprecision mediump float;\n" #src
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#define GLSL_330(src) "#version 330 es\nprecision mediump float;\n" #src
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#define GLSL_330_CORE(src) "#version 330 es\nprecision mediump float;\n" #src
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#else
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#else
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#define GLSL(src) "" #src
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#define GLSL(src) "" #src
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#define GLSL_330_ES(src) "#version 330 core\n" #src
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#define GLSL_330(src) "#version 330 core\n" #src
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#define GLSL_330_CORE(src) "#version 330 core\n" #src
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#endif
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#endif
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#endif
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#endif
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