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@animech-public/playcanvas

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var gles2PS = ` #define pcFragColor0 gl_FragData[0] #if COLOR_ATTACHMENT_1 #define pcFragColor1 gl_FragData[1] #endif #if COLOR_ATTACHMENT_2 #define pcFragColor2 gl_FragData[2] #endif #if COLOR_ATTACHMENT_3 #define pcFragColor3 gl_FragData[3] #endif #if COLOR_ATTACHMENT_4 #define pcFragColor4 gl_FragData[4] #endif #if COLOR_ATTACHMENT_5 #define pcFragColor5 gl_FragData[5] #endif #if COLOR_ATTACHMENT_6 #define pcFragColor6 gl_FragData[6] #endif #if COLOR_ATTACHMENT_7 #define pcFragColor7 gl_FragData[7] #endif #define texture2DBias texture2D #define itexture2D texture2D #define utexture2D texture2D #define SHADOWMAP_PASS(name) name #define SHADOWMAP_ACCEPT(name) sampler2D name #define TEXTURE_PASS(name) name #define TEXTURE_ACCEPT(name) sampler2D name #define TEXTURE_ACCEPT_HIGHP(name) highp sampler2D name #ifndef SUPPORTS_TEXLOD #define texture2DLodEXT texture2D #define texture2DProjLodEXT textureProj #define textureCubeLodEXT textureCube #define textureShadow texture2D #else #define textureShadow(res, uv) texture2DGradEXT(res, uv, vec2(1, 1), vec2(1, 1)) #endif #ifdef SUPPORTS_MRT #define gl_FragColor pcFragColor0 #endif `; export { gles2PS as default };