[docs] First uncompressed shader source diff
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@@ -25,19 +25,17 @@ varying vec4 v_color;
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#ifndef HAS_UNIFORM_u_base
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uniform lowp float a_base_t;
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attribute lowp vec2 a_base;
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varying lowp float base;
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attribute highp vec2 a_base;
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#else
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uniform lowp float u_base;
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uniform highp float u_base;
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#endif
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#ifndef HAS_UNIFORM_u_height
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uniform lowp float a_height_t;
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attribute lowp vec2 a_height;
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varying lowp float height;
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attribute highp vec2 a_height;
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#else
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uniform lowp float u_height;
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uniform highp float u_height;
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#endif
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@@ -45,7 +43,6 @@ uniform lowp float u_height;
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#ifndef HAS_UNIFORM_u_color
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uniform lowp float a_color_t;
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attribute highp vec4 a_color;
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varying highp vec4 color;
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#else
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uniform highp vec4 u_color;
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#endif
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@@ -54,21 +51,21 @@ uniform highp vec4 u_color;
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void main() {
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#ifndef HAS_UNIFORM_u_base
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base = unpack_mix_vec2(a_base, a_base_t);
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highp float base = unpack_mix_vec2(a_base, a_base_t);
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#else
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lowp float base = u_base;
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highp float base = u_base;
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#endif
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#ifndef HAS_UNIFORM_u_height
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height = unpack_mix_vec2(a_height, a_height_t);
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highp float height = unpack_mix_vec2(a_height, a_height_t);
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#else
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lowp float height = u_height;
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highp float height = u_height;
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#endif
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#ifndef HAS_UNIFORM_u_color
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color = unpack_mix_color(a_color, a_color_t);
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highp vec4 color = unpack_mix_color(a_color, a_color_t);
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#else
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highp vec4 color = u_color;
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#endif
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@@ -120,44 +117,7 @@ void main() {
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/*
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varying vec4 v_color;
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#ifndef HAS_UNIFORM_u_base
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varying lowp float base;
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#else
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uniform lowp float u_base;
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#endif
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#ifndef HAS_UNIFORM_u_height
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varying lowp float height;
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#else
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uniform lowp float u_height;
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#endif
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#ifndef HAS_UNIFORM_u_color
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varying highp vec4 color;
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#else
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uniform highp vec4 u_color;
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#endif
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void main() {
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#ifdef HAS_UNIFORM_u_base
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lowp float base = u_base;
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#endif
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#ifdef HAS_UNIFORM_u_height
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lowp float height = u_height;
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#endif
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#ifdef HAS_UNIFORM_u_color
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highp vec4 color = u_color;
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#endif
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gl_FragColor = v_color;
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#ifdef OVERDRAW_INSPECTOR
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