- specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
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38 changed files with 28 additions and 65 deletions
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@ -20,7 +20,6 @@ public:
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void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
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void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
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void SetFragDataLocation(int index, const char *name);
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void Link(const char *name);
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void SetAttribLocation(int index, const char *name);
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void SetUniformBufferLocation(int index, const char *name);
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