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- fixed user shader compilation in OpenGL
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1 changed files with 1 additions and 0 deletions
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@ -830,6 +830,7 @@ bool FShaderCollection::CompileNextShader()
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FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
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FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
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FShader *shc = Compile(name, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, mPassType);
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FShader *shc = Compile(name, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, mPassType);
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mMaterialShaders.Push(shc);
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mMaterialShaders.Push(shc);
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mCompileIndex++;
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if (mCompileIndex >= (int)usershaders.Size())
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if (mCompileIndex >= (int)usershaders.Size())
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{
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{
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mCompileIndex = 0;
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mCompileIndex = 0;
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