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- fixed: Intel OpenGL did not quite recognize the "layout(location=0)" shader uniform definitions, so this had to be removed for OpenGL mode only so that Intel's compiler will continue to function normally for custom shaders.
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3 changed files with 12 additions and 2 deletions
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@ -878,8 +878,16 @@ PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(d
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// Setup pipeline
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FString pipelineInOut;
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pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
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pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
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if (screen->IsVulkan())
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{
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pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
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pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
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}
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else
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{
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pipelineInOut += "in vec2 TexCoord;\n";
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pipelineInOut += "out vec4 FragColor;\n";
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}
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FString prolog;
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prolog += uniformTextures;
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@ -63,6 +63,7 @@ public:
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VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev);
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~VulkanFrameBuffer();
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bool IsVulkan() override { return true; }
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void Update();
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@ -381,6 +381,7 @@ public:
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DFrameBuffer (int width=1, int height=1);
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virtual ~DFrameBuffer();
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virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
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virtual bool IsVulkan() { return false; }
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void SetSize(int width, int height);
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void SetVirtualSize(int width, int height)
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