As a temporary workaround you could write two versions of the shader, one for WebGL1 and one for WebGL2 and load the correct file based on this property:
this.app.graphicsDevice.webgl2
As a temporary workaround you could write two versions of the shader, one for WebGL1 and one for WebGL2 and load the correct file based on this property:
this.app.graphicsDevice.webgl2