message: both fragment and vertex shaders need material defines
  Fixes
diff: @@ -212,9 +212,18 @@ std::string ShaderGenerator::createVertexProgram(ShaderModel shaderModel,
  CodeGenerator::generateDefine(vs, "USE_OPTIMIZED_DEPTH_VERTEX_SHADER",
  useOptimizedDepthVertexShader);
  + // material defines
  CodeGenerator::generateDefine(vs, "MATERIAL_HAS_SHADOW_MULTIPLIER",
  material.hasShadowMultiplier);
  + CodeGenerator::generateDefine(vs, "MATERIAL_HAS_INSTANCES", material.instanced);
  +
  + CodeGenerator::generateDefine(vs, "MATERIAL_HAS_VERTEX_DOMAIN_DEVICE_JITTERED",
  + material.vertexDomainDeviceJittered);
  +
  + CodeGenerator::generateDefine(vs, "MATERIAL_HAS_TRANSPARENT_SHADOW",
  + material.hasTransparentShadow);
  +
  CodeGenerator::generateDefine(vs, "VARIANT_HAS_DIRECTIONAL_LIGHTING",
  litVariants && variant.hasDirectionalLighting());
  CodeGenerator::generateDefine(vs, "VARIANT_HAS_DYNAMIC_LIGHTING",
  @@ -364,8 +373,15 @@ std::string ShaderGenerator::createFragmentProgram(ShaderModel shaderModel,
  // lighting variants
  bool litVariants = lit || material.hasShadowMultiplier;
  + // material defines
  CodeGenerator::generateDefine(fs, "MATERIAL_HAS_SHADOW_MULTIPLIER",
  material.hasShadowMultiplier);
  +
  + CodeGenerator::generateDefine(fs, "MATERIAL_HAS_INSTANCES", material.instanced);
  +
  + CodeGenerator::generateDefine(fs, "MATERIAL_HAS_VERTEX_DOMAIN_DEVICE_JITTERED",
  + material.vertexDomainDeviceJittered);
  +
  CodeGenerator::generateDefine(fs, "MATERIAL_HAS_TRANSPARENT_SHADOW",
  material.hasTransparentShadow);
  @@ -384,11 +400,6 @@ std::string ShaderGenerator::createFragmentProgram(ShaderModel shaderModel,
  CodeGenerator::generateDefine(fs, "VARIANT_HAS_SSR",
  filament::Variant::isSSRVariant(variant));
  - // material defines
  - CodeGenerator::generateDefine(fs, "MATERIAL_HAS_INSTANCES", material.instanced);
  - CodeGenerator::generateDefine(fs, "MATERIAL_HAS_VERTEX_DOMAIN_DEVICE_JITTERED",
  - material.vertexDomainDeviceJittered);
  -
  CodeGenerator::generateDefine(fs, "MATERIAL_HAS_DOUBLE_SIDED_CAPABILITY",
  material.hasDoubleSidedCapability);
  switch (material.blendingMode) {
  