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Don't declare fragColor0 unless we will use it. See #4877
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@ -305,6 +305,7 @@ void GenerateFragmentShader(char *buffer) {
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char *p = buffer;
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// In GLSL ES 3.0, you use "in" variables instead of varying.
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bool glslES30 = false;
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const char *varying = "varying";
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const char *fragColor0 = "gl_FragColor";
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@ -415,7 +416,7 @@ void GenerateFragmentShader(char *buffer) {
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if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
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WRITE(p, "out vec4 fragColor0;\n");
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WRITE(p, "out vec4 fragColor1;\n");
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} else if (gl_extensions.VersionGEThan(3, 0, 0)) {
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} else if (!strcmp(fragColor0, "fragColor0")) {
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WRITE(p, "out vec4 fragColor0;\n");
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}
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