Added more plugins and texture shader to iOS example, fixed a couple of missed if defines for GLES3
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@@ -567,7 +567,7 @@ void Shader::PerContextShader::compileShader(osg::State& state)
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if( ! _needsCompile ) return;
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_needsCompile = false;
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#if defined(OSG_GLES2_AVAILABLE)
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#if defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE)
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if (_shader->getShaderBinary())
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{
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GLint numFormats = 0;
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