- 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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@ -32,7 +32,6 @@ void FShadowMapShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/shadowmap");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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