do not compute fog when using unshaded in GLES2
(cherry picked from commit 3365595254
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@ -2102,8 +2102,6 @@ FRAGMENT_SHADER_CODE
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#endif
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#endif
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// gl_FragColor = vec4(normal, 1.0);
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// gl_FragColor = vec4(normal, 1.0);
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#endif //unshaded
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//apply fog
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//apply fog
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#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
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#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
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@ -2158,6 +2156,8 @@ FRAGMENT_SHADER_CODE
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#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
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#endif // defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
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#endif //unshaded
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#else // not RENDER_DEPTH
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#else // not RENDER_DEPTH
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//depth render
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//depth render
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#ifdef USE_RGBA_SHADOWS
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#ifdef USE_RGBA_SHADOWS
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