[examples] Fix PBR and Shadowmap example shaders for GLSL 1.20 (#4167)
* Update pbr.fs remove presicion mediump float because it is for GLES, and not desktop GL * Fix shadowmap.fs also suffers the same problem as pbr.fs
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@ -1,7 +1,5 @@
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#version 120
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precision mediump float;
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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@ -17,12 +15,12 @@ struct Light {
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};
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// Input vertex attributes (from vertex shader)
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varying in vec3 fragPosition;
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varying in vec2 fragTexCoord;
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varying in vec4 fragColor;
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varying in vec3 fragNormal;
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varying in vec4 shadowPos;
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varying in mat3 TBN;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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varying vec4 shadowPos;
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varying mat3 TBN;
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// Input uniform values
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@ -153,4 +151,4 @@ void main()
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gl_FragColor = vec4(color,1.0);
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}
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}
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@ -1,15 +1,13 @@
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#version 120
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precision mediump float;
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// This shader is based on the basic lighting shader
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// This only supports one light, which is directional, and it (of course) supports shadows
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// Input vertex attributes (from vertex shader)
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varying in vec3 fragPosition;
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varying in vec2 fragTexCoord;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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//varying in vec4 fragColor;
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varying in vec3 fragNormal;
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varying vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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