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GLES shader depal fix. Again, this is disabled by default so should not affect anything.
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@ -174,7 +174,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, uint64_t *uniform
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bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
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if (shaderDepal) {
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if (shaderDepal && gl_extensions.IsGLES) {
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WRITE(p, "precision highp int;\n");
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}
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