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- always retrieve uniform buffer properties.
They are sometimes needed even if shader storage buffers are available. # Conflicts: # src/gl_load/gl_interface.cpp
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@ -289,7 +289,7 @@ void gl_LoadExtensions()
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int v;
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if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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if (!gl.legacyMode)
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{
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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gl.maxuniforms = v;
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