Improve compatibility with GLES back-end
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@@ -295,7 +295,7 @@ void main() {
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float angle = abs(dot(reflected, viewNormal));
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float frontalFade = clamp(-reflected.z,0, 1);
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float frontalFade = clamp(-reflected.z,0.0, 1.0);
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if ( true ) {
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bool hit = traceScreenSpaceRay1(
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viewPos,
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@@ -1,12 +1,10 @@
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#version 330
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uniform usampler2D tex0;
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uniform highp usampler2D tex0;
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in vec2 v_texCoord0;
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out vec4 o_output;
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void main() {
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ivec2 ts = textureSize(tex0, 0);
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ivec2 pixel = ivec2(v_texCoord0 * ts);
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ivec2 pixel = ivec2(v_texCoord0 * vec2(ts));
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ivec2 c = pixel;
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ivec2 n = c + ivec2(0, -1);
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