Fix #4533
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@ -1,5 +1,9 @@
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uniform sampler2D ntex;
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#if defined(GL_ES) && defined(GL_FRAGMENT_PRECISION_HIGH)
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uniform highp sampler2D dtex;
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#else
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uniform sampler2D dtex;
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#endif
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uniform sampler2DArrayShadow shadowtex;
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uniform float split0;
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