Update deferred_shading.vs for GLES3
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#version 100
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#version 300 es
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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precision highp float;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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layout (location = 0) in vec3 vertexPosition;
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layout (location = 1) in vec2 vertexTexCoord;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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out vec2 texCoord;
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// Calculate final vertex position
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void main() {
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gl_Position = vec4(vertexPosition, 1.0);
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texCoord = vertexTexCoord;
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}
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