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Remove most references to GLES and GLSLES
Eugene is not going to be pursuing this endeavour (he is the one who created the GLES/GLSLES split) anymore. Furthermore it is likely that the Hlms should reuse GLSL code and use a few extra property to mark the GLSLES differences. It also doesn't make sense to have fully separate files just to write precision highp float; When all of our GLSL shaders now start with "#version ogre_glsl_ver_330" to patch this from C++.
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Samples/Media/2.0/scripts/materials/Common/GLSLES/CubeToDpsm_ps.glsles
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Samples/Media/2.0/scripts/materials/Common/GLSLES/QuadCameraDir_vs.glsles
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Samples/Media/2.0/scripts/materials/Common/GLSLES/Quad_vs.glsles
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Samples/Media/Hlms/Common/GLSLES/CrossPlatformSettings_piece_all.glsl
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