keep DEPTH from causing compile error in GLES2
(cherry picked from commit 5056b4a02c
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@ -1466,6 +1466,9 @@ void main() {
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float anisotropy = 0.0;
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vec2 anisotropy_flow = vec2(1.0, 0.0);
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float sss_strength = 0.0; //unused
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// gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a
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// compile error because DEPTH is not a variable.
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float m_DEPTH = 0.0;
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float alpha = 1.0;
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float side = 1.0;
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