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[Examples/FullDemo] Fixed the edge blend shader for OpenGL ES
- "Optimized" vertex position computation by forcing the order of operations - The shaders should now be guaranteed to do `mat * (mat * vec)` instead of a potential `(mat * mat) * vec`, which would result in more operations - Although no profiling has been made, the shader compilers may already optimize it; however, it's not exactly harmful doing it explicitly
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