correctly build shaders if the optimizer is not present
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@@ -26,24 +26,25 @@ module.exports = function(shader_type, prefix, suffix) {
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}
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}
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var preamble = '';
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if (shader_type == 'gles2' || shader_type == 'gles3') {
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preamble = 'precision highp float;';
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} else {
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preamble = '#version 120';
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}
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for (var name in shaders) {
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shaders[name].vertex = preamble + '\n' + shaders[name].vertex;
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shaders[name].fragment = preamble + '\n' + shaders[name].fragment;
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}
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// Optimize shader
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if (glsl) {
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var preamble = '';
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var target = glsl.TARGET_OPENGL;
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if (shader_type == 'gles2') {
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target = glsl.TARGET_OPENGLES20;
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preamble = 'precision highp float;';
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} else if (shader_type == 'gles3') {
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target = glsl.TARGET_OPENGLES30;
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preamble = 'precision highp float;';
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} else {
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preamble = '#version 120';
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}
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var target = shader_type == 'gles2' ? glsl.TARGET_OPENGLES20 : (shader_type == 'gles3' ? glsl.TARGET_OPENGLES30 : glsl.TARGET_OPENGL);
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var compiler = new glsl.Compiler(target);
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for (name in shaders) {
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var vertex_shader = new glsl.Shader(compiler, glsl.VERTEX_SHADER, preamble + '\n' + shaders[name].vertex);
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var vertex_shader = new glsl.Shader(compiler, glsl.VERTEX_SHADER, shaders[name].vertex);
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if (vertex_shader.compiled()) {
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shaders[name].vertex = vertex_shader.output();
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} else {
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@@ -52,7 +53,7 @@ module.exports = function(shader_type, prefix, suffix) {
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}
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vertex_shader.dispose();
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var fragment_shader = new glsl.Shader(compiler, glsl.FRAGMENT_SHADER, preamble + '\n' + shaders[name].fragment);
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var fragment_shader = new glsl.Shader(compiler, glsl.FRAGMENT_SHADER, shaders[name].fragment);
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if (fragment_shader.compiled()) {
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shaders[name].fragment = fragment_shader.output();
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} else {
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