Fix defines for tessellation, fix macro soup ate my shader#917
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First problem: missing include for header defining tessellation support macros; GraphicsObjectFactoryOpenGl returned null object, which led to crash. Fixed by including the correct header, obviously. Also changed the checks from #ifdef HARDWARE_TESSELLATION_SUPPORTED to #if, so that a missing include can be caught with newly enabled -Wundef. - move and rename header - enable -Wundef, and fix misc. #if DEBUG to #ifdef DEBUG - set warning flags and system include headers in web build also Second problem: when OMMVersionedGlesShaderCodeWithFrameUBO() is used without specifying two versions, it silently truncates the shader code. This accidentally occurred in the tessellation shaders; this was missed when merging the tessellation feature with the WASM support.
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First problem: missing include for header defining tessellation support macros; GraphicsObjectFactoryOpenGl returned null object, which led to crash. Fixed by including the correct header, obviously. Also changed the checks from #ifdef HARDWARE_TESSELLATION_SUPPORTED to #if, so that a missing include can be caught with newly enabled -Wundef.
Second problem: when OMMVersionedGlesShaderCodeWithFrameUBO() is used without specifying two versions, it silently truncates the shader code. This accidentally occurred in the tessellation shaders; this was missed when merging the tessellation feature with the WASM support.