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- only bind the uniform buffer if it is actually going to be used. No need to check if we are use a shader storage buffer.
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@ -294,7 +294,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
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texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
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if (LM_SOFTWARE != gl.lightmethod)
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if (LM_SOFTWARE != gl.lightmethod && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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int tempindex = glGetUniformBlockIndex(hShader, "LightBufferUBO");
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if (tempindex != -1) glUniformBlockBinding(hShader, tempindex, LIGHTBUF_BINDINGPOINT);
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