Adding GLSL100 for tess renderer.

Diffs=
4d115b4c6 Adding GLSL100 for tess renderer. (#4767)
diff --git a/.rive_head b/.rive_head
index 5a4c484..4b15a4d 100644
--- a/.rive_head
+++ b/.rive_head
@@ -1 +1 @@
-31a3972aafa3123c8c2bc44fa7a48220ef2af2ca
+4d115b4c66d00b99bbfcd9a978b3b27d7f18b2d0
diff --git a/tess/build/macosx/build_tess.sh b/tess/build/macosx/build_tess.sh
index 0e5ca0f..6e8884f 100755
--- a/tess/build/macosx/build_tess.sh
+++ b/tess/build/macosx/build_tess.sh
@@ -61,7 +61,7 @@
 done
 
 # compile shaders
-$DEPENDENCIES/bin/sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es
+$DEPENDENCIES/bin/sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es:glsl100
 
 make config=$CONFIG -j$(($(sysctl -n hw.physicalcpu) + 1))
 
diff --git a/tess/src/sokol/generated/shader.h b/tess/src/sokol/generated/shader.h
index ad354ae..e5ba73a 100644
--- a/tess/src/sokol/generated/shader.h
+++ b/tess/src/sokol/generated/shader.h
@@ -4,7 +4,7 @@
 
     Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
 
-    Cmdline: sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es
+    Cmdline: sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es:glsl100
 
     Overview:
 
@@ -394,6 +394,264 @@
     0x0a,0x7d,0x0a,0x0a,0x00,
 };
 /*
+    #version 100
+    
+    uniform vec4 vs_params[4];
+    attribute vec2 position;
+    varying vec2 uv;
+    attribute vec2 texcoord0;
+    
+    void main()
+    {
+        gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(position.x, position.y, 0.0, 1.0);
+        uv = texcoord0;
+    }
+    
+*/
+static const char vs_source_glsl100[269] = {
+    0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x31,0x30,0x30,0x0a,0x0a,0x75,0x6e,
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+    0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
+};
+/*
+    #version 100
+    precision mediump float;
+    precision highp int;
+    
+    uniform highp sampler2D tex;
+    
+    varying highp vec2 uv;
+    
+    void main()
+    {
+        gl_FragData[0] = texture2D(tex, uv);
+    }
+    
+*/
+static const char fs_source_glsl100[173] = {
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+};
+/*
+    #version 100
+    
+    struct vs_path_params
+    {
+        mat4 mvp;
+        int fillType;
+        vec2 gradientStart;
+        vec2 gradientEnd;
+    };
+    
+    uniform vs_path_params _22;
+    
+    attribute vec2 position;
+    varying vec2 gradient_uv;
+    
+    void main()
+    {
+        gl_Position = _22.mvp * vec4(position, 0.0, 1.0);
+        if (_22.fillType == 1)
+        {
+            vec2 _54 = _22.gradientEnd - _22.gradientStart;
+            float _59 = _54.x;
+            float _64 = _54.y;
+            gradient_uv.x = dot(position - _22.gradientStart, _54) / ((_59 * _59) + (_64 * _64));
+        }
+        else
+        {
+            if (_22.fillType == 2)
+            {
+                gradient_uv = (position - _22.gradientStart) / vec2(distance(_22.gradientStart, _22.gradientEnd));
+            }
+        }
+    }
+    
+*/
+static const char vs_path_source_glsl100[699] = {
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+};
+/*
+    #version 100
+    precision mediump float;
+    precision highp int;
+    
+    struct fs_path_uniforms
+    {
+        int fillType;
+        highp vec4 colors[16];
+        highp vec4 stops[4];
+        int stopCount;
+    };
+    
+    uniform fs_path_uniforms _18;
+    
+    varying highp vec2 gradient_uv;
+    
+    void main()
+    {
+        if (_18.fillType == 0)
+        {
+            gl_FragData[0] = _18.colors[0];
+        }
+        else
+        {
+            highp float _39;
+            if (_18.fillType == 1)
+            {
+                _39 = gradient_uv.x;
+            }
+            else
+            {
+                _39 = length(gradient_uv);
+            }
+            highp vec4 color = mix(_18.colors[0], _18.colors[1], vec4(smoothstep(_18.stops[0].x, _18.stops[0].y, _39)));
+            for (int i = 1; i < 15; i++)
+            {
+                if (i >= (_18.stopCount - 1))
+                {
+                    break;
+                }
+                int _91 = i + 1;
+                color = mix(color, _18.colors[_91], vec4(smoothstep(_18.stops[i / 4][i % 4], _18.stops[_91 / 4][_91 % 4], _39)));
+            }
+            gl_FragData[0] = color;
+        }
+    }
+    
+*/
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+    0x7d,0x0a,0x0a,0x00,
+};
+/*
     #version 300 es
     
     uniform vec4 vs_params[4];
@@ -2582,6 +2840,29 @@
     }
     return &desc;
   }
+  if (backend == SG_BACKEND_GLES2) {
+    static sg_shader_desc desc;
+    static bool valid;
+    if (!valid) {
+      valid = true;
+      desc.attrs[0].name = "position";
+      desc.attrs[1].name = "texcoord0";
+      desc.vs.source = vs_source_glsl100;
+      desc.vs.entry = "main";
+      desc.vs.uniform_blocks[0].size = 64;
+      desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
+      desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params";
+      desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
+      desc.vs.uniform_blocks[0].uniforms[0].array_count = 4;
+      desc.fs.source = fs_source_glsl100;
+      desc.fs.entry = "main";
+      desc.fs.images[0].name = "tex";
+      desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
+      desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT;
+      desc.label = "rive_tess_shader";
+    }
+    return &desc;
+  }
   if (backend == SG_BACKEND_GLES3) {
     static sg_shader_desc desc;
     static bool valid;
@@ -2728,6 +3009,48 @@
     }
     return &desc;
   }
+  if (backend == SG_BACKEND_GLES2) {
+    static sg_shader_desc desc;
+    static bool valid;
+    if (!valid) {
+      valid = true;
+      desc.attrs[0].name = "position";
+      desc.vs.source = vs_path_source_glsl100;
+      desc.vs.entry = "main";
+      desc.vs.uniform_blocks[0].size = 96;
+      desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
+      desc.vs.uniform_blocks[0].uniforms[0].name = "_22.mvp";
+      desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_MAT4;
+      desc.vs.uniform_blocks[0].uniforms[0].array_count = 1;
+      desc.vs.uniform_blocks[0].uniforms[1].name = "_22.fillType";
+      desc.vs.uniform_blocks[0].uniforms[1].type = SG_UNIFORMTYPE_INT;
+      desc.vs.uniform_blocks[0].uniforms[1].array_count = 1;
+      desc.vs.uniform_blocks[0].uniforms[2].name = "_22.gradientStart";
+      desc.vs.uniform_blocks[0].uniforms[2].type = SG_UNIFORMTYPE_FLOAT2;
+      desc.vs.uniform_blocks[0].uniforms[2].array_count = 1;
+      desc.vs.uniform_blocks[0].uniforms[3].name = "_22.gradientEnd";
+      desc.vs.uniform_blocks[0].uniforms[3].type = SG_UNIFORMTYPE_FLOAT2;
+      desc.vs.uniform_blocks[0].uniforms[3].array_count = 1;
+      desc.fs.source = fs_path_source_glsl100;
+      desc.fs.entry = "main";
+      desc.fs.uniform_blocks[0].size = 352;
+      desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
+      desc.fs.uniform_blocks[0].uniforms[0].name = "_18.fillType";
+      desc.fs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_INT;
+      desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
+      desc.fs.uniform_blocks[0].uniforms[1].name = "_18.colors";
+      desc.fs.uniform_blocks[0].uniforms[1].type = SG_UNIFORMTYPE_FLOAT4;
+      desc.fs.uniform_blocks[0].uniforms[1].array_count = 16;
+      desc.fs.uniform_blocks[0].uniforms[2].name = "_18.stops";
+      desc.fs.uniform_blocks[0].uniforms[2].type = SG_UNIFORMTYPE_FLOAT4;
+      desc.fs.uniform_blocks[0].uniforms[2].array_count = 4;
+      desc.fs.uniform_blocks[0].uniforms[3].name = "_18.stopCount";
+      desc.fs.uniform_blocks[0].uniforms[3].type = SG_UNIFORMTYPE_INT;
+      desc.fs.uniform_blocks[0].uniforms[3].array_count = 1;
+      desc.label = "rive_tess_path_shader";
+    }
+    return &desc;
+  }
   if (backend == SG_BACKEND_GLES3) {
     static sg_shader_desc desc;
     static bool valid;