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Removed noperspective (not in GLSL ES 3.0), do not write smooth if not specified. Fixes #20435
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@@ -131,7 +131,6 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
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"TYPE_USAMPLER3D",
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"TYPE_SAMPLERCUBE",
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"INTERPOLATION_FLAT",
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"INTERPOLATION_NO_PERSPECTIVE",
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"INTERPOLATION_SMOOTH",
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"PRECISION_LOW",
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"PRECISION_MID",
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@@ -271,7 +270,6 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
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{ TK_TYPE_USAMPLER3D, "usampler3D" },
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{ TK_TYPE_SAMPLERCUBE, "samplerCube" },
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{ TK_INTERPOLATION_FLAT, "flat" },
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{ TK_INTERPOLATION_NO_PERSPECTIVE, "noperspective" },
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{ TK_INTERPOLATION_SMOOTH, "smooth" },
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{ TK_PRECISION_LOW, "lowp" },
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{ TK_PRECISION_MID, "mediump" },
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@@ -759,7 +757,6 @@ bool ShaderLanguage::is_token_interpolation(TokenType p_type) {
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return (
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p_type == TK_INTERPOLATION_FLAT ||
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p_type == TK_INTERPOLATION_NO_PERSPECTIVE ||
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p_type == TK_INTERPOLATION_SMOOTH);
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}
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@@ -767,8 +764,6 @@ ShaderLanguage::DataInterpolation ShaderLanguage::get_token_interpolation(TokenT
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if (p_type == TK_INTERPOLATION_FLAT)
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return INTERPOLATION_FLAT;
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else if (p_type == TK_INTERPOLATION_NO_PERSPECTIVE)
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return INTERPOLATION_NO_PERSPECTIVE;
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else
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return INTERPOLATION_SMOOTH;
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}
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