get point shader to work on ios
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@@ -311,7 +311,13 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons
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glUniform4fv(linejoinShader->u_color, 1, color.data());
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glUniform2f(linejoinShader->u_world, transform.fb_width / 2, transform.fb_height / 2);
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glUniform2f(linejoinShader->u_linewidth, (outset - 0.25) * transform.pixelRatio, (inset - 0.25) * transform.pixelRatio);
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#if defined(GL_ES_VERSION_2_0)
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glUniform1f(linejoinShader->u_size, ceil(transform.pixelRatio * outset * 2.0));
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#else
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glPointSize(ceil(transform.pixelRatio * outset * 2.0));
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#endif
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bucket.drawPoints(*linejoinShader);
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}
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