message: Fix missing uniform error in Edge.
diff: @@ -456,7 +456,7 @@ const checkForEarlySurfaceDiscardWithElemID = `
  vec4 elemId1 = TEXTURE(u_pickElementId1, tc);
  ivec4 elemId1_i = ivec4(elemId1 * 255.0 + 0.5);
  ivec4 v_element_id1_i = ivec4(v_element_id1 * 255.0 + 0.5);
  - isSameElement = elemId1_i == v_element_id1_i;
  + isSameElement = isSameElement && elemId1_i == v_element_id1_i;
  // If what was in the pick buffer is a planar line/edge/silhouette then we've already tested the depth so return true to discard.
  // If it was a planar surface then use a tighter and constant tolerance to see if we want to let it show through since we're only fighting roundoff error.
  