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-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
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@@ -680,7 +680,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["POSITION"] = "(gl_FragCoord.xy)";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
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@@ -694,6 +695,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
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