- 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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