message: Fix OpenGL ES fragment shader compile error
  Fix fragment shader compile error (too many parameters in function call) when replaying OpenGL ES desktop application.
diff: @@ -58,7 +58,8 @@ layout(binding = 9) uniform PRECISION usamplerBuffer texUIntBuffer;
  layout(binding = 10) uniform PRECISION usampler2DMS texUInt2DMS;
  #endif
  -vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
  +vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
  + uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
  {
  return vec4(0.0f, 0.0f, 0.0f, 0.0f);
  }
  @@ -125,7 +126,8 @@ layout(binding = 9) uniform PRECISION isamplerBuffer texSIntBuffer;
  layout(binding = 10) uniform PRECISION isampler2DMS texSInt2DMS;
  #endif
  -vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
  +vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
  + uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
  {
  return vec4(0.0f, 0.0f, 0.0f, 0.0f);
  }
  @@ -194,7 +196,8 @@ layout(binding = 9) uniform PRECISION samplerBuffer texBuffer;
  layout(binding = 10) uniform PRECISION sampler2DMS tex2DMS;
  #endif
  -vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
  +vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
  + uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
  {
  vec4 col;
  if(type == RESTYPE_TEX2D)
  