cocos2d shader 在xcode打包到iphone运行错误 Method calls not allowed in this GLSL version

会shader的大佬帮忙看下
uniform mat4 CC_PMatrix;
uniform mat4 CC_MultiViewPMatrix[4];
uniform mat4 CC_MVMatrix;
uniform mat4 CC_MVPMatrix;
uniform mat4 CC_MultiViewMVPMatrix[4];
uniform mat3 CC_NormalMatrix;
uniform vec4 CC_Time;
uniform vec4 CC_SinTime;
uniform vec4 CC_CosTime;
uniform vec4 CC_Random01;
uniform sampler2D CC_Texture0;
uniform sampler2D CC_Texture1;
uniform sampler2D CC_Texture2;
uniform sampler2D CC_Texture3;
//CC INCLUDES END

#ifdef GL_ES
varying lowp vec2 v_texCoord;
varying mediump vec2 v_position;
#else
varying vec2 v_texCoord;
varying vec2 v_position;
#endif

uniform vec2 uLightsPos[20];
uniform vec4 uLightColor;
uniform float uLightRange;
uniform int uIsCloseLights;

vec4 getLightsColor(vec2 texPos, float lightRange)
{
if(uIsCloseLights == 1){
return vec4(1.0, 1.0, 1.0, 1.0);
}

float rgb = 1.0;
for(int i = 0; i < uLightsPos.length(); ++i)
{
	vec2 lightPos = uLightsPos[i];
	float miniValue = 1.0;
    if(length(lightPos - vec2(0.0, 0.0)) > miniValue){
	    float d = length(lightPos - texPos);
	    float tmpRgb = (d - 90.0) / lightRange;

	    if(tmpRgb < rgb)
		    rgb = tmpRgb;            
    }
}
return vec4(rgb, rgb, rgb, rgb);

}

void main()
{
vec4 color = uLightColor * getLightsColor(v_position, uLightRange);
color = clamp(color, 0.0, 1.0);
gl_FragColor = texture2D(CC_Texture0, v_texCoord) * color;
}

cocos2d: ERROR: 0:39: Method calls not allowed in this GLSL version

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