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- added handling of GLSL noise() functions to Vulkan backend
https://forum.zdoom.org/viewtopic.php?t=64516
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@ -214,6 +214,17 @@ static const char *shaderBindings = R"(
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#define SUPPORTS_SHADOWMAPS
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#define SUPPORTS_SHADOWMAPS
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#define VULKAN_COORDINATE_SYSTEM
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#define VULKAN_COORDINATE_SYSTEM
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#define HAS_UNIFORM_VERTEX_DATA
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#define HAS_UNIFORM_VERTEX_DATA
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// GLSL spec 4.60, 8.15. Noise Functions
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// https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf
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// "The noise functions noise1, noise2, noise3, and noise4 have been deprecated starting with version 4.4 of GLSL.
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// When not generating SPIR-V they are defined to return the value 0.0 or a vector whose components are all 0.0.
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// When generating SPIR-V the noise functions are not declared and may not be used."
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// However, we need to support mods with custom shaders created for OpenGL renderer
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float noise1(float) { return 0; }
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vec2 noise2(vec2) { return vec2(0); }
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vec3 noise3(vec3) { return vec3(0); }
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vec4 noise4(vec4) { return vec4(0); }
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)";
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)";
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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines)
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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines)
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