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- block user overrides for the logic module of core fragment shaders.
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2 changed files with 4 additions and 2 deletions
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@ -404,7 +404,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (*proc_prog_lump != '#')
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if (*proc_prog_lump != '#')
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{
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{
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int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
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int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump, 0); // if it's a core shader, ignore overrides by user mods.
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if (pp_lump == -1) pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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@ -386,7 +386,8 @@ FString VkShaderManager::GetTargetGlslVersion()
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FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
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FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
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{
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{
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int lump = fileSystem.CheckNumForFullName(lumpname);
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int lump = fileSystem.CheckNumForFullName(lumpname, 0);
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if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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FileData data = fileSystem.ReadFile(lump);
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FileData data = fileSystem.ReadFile(lump);
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return data.GetString();
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return data.GetString();
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