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PostProcessing/GLSL: Support OpenGL 3.1
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@ -185,7 +185,8 @@ GPUDevice::PresentResult PostProcessing::GLSLShader::Apply(GPUTexture* input_col
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else
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else
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{
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{
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g_gpu_device->SetRenderTargets(&final_target, 1, nullptr);
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g_gpu_device->SetRenderTargets(&final_target, 1, nullptr);
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g_gpu_device->ClearRenderTarget(final_target, GPUDevice::DEFAULT_CLEAR_COLOR); // TODO: Could use an invalidate here too.
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g_gpu_device->ClearRenderTarget(final_target,
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GPUDevice::DEFAULT_CLEAR_COLOR); // TODO: Could use an invalidate here too.
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}
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}
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g_gpu_device->SetPipeline(m_pipeline.get());
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g_gpu_device->SetPipeline(m_pipeline.get());
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@ -377,11 +378,12 @@ std::string PostProcessingGLSLShaderGen::GeneratePostProcessingFragmentShader(co
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WriteUniformBuffer(ss, shader, false);
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WriteUniformBuffer(ss, shader, false);
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DeclareTexture(ss, "samp0", 0);
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DeclareTexture(ss, "samp0", 0);
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ss << R"(
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if (m_use_glsl_interface_blocks)
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layout(location = 0) in VertexData {
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ss << "layout(location = 0) in VertexData { vec2 v_tex0; }\n";
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vec2 v_tex0;
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else
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};
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ss << "layout(location = 0) in vec2 v_tex0;\n";
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ss << R"(
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layout(location = 0) out float4 o_col0;
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layout(location = 0) out float4 o_col0;
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float4 Sample() { return texture(samp0, v_tex0); }
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float4 Sample() { return texture(samp0, v_tex0); }
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