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- fixed shader selection logic in OpenGL.
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1 changed files with 1 additions and 1 deletions
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@ -741,7 +741,7 @@ void FShaderManager::SetActiveShader(FShader *sh)
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FShader *FShaderManager::BindEffect(int effect, EPassType passType)
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{
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if (passType < mPassShaders.Size() && mCompilePass > -1)
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if (passType < mPassShaders.Size() && mCompilePass == -1)
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return mPassShaders[passType]->BindEffect(effect);
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else
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return nullptr;
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