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- fixed yet another index issue in the shader code.
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@ -124,7 +124,7 @@ VkShaderManager::~VkShaderManager()
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VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType)
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{
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if (compileIndex > -1 && effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[passType][effect].frag)
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if (compileIndex == -1 && effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[passType][effect].frag)
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{
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return &mEffectShaders[passType][effect];
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}
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