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Removed dependency on GL_ARB_shading_language_420pack
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@@ -306,8 +306,6 @@ bool CShaderGenerator::CreatePixelShader(const CMaterial& Mat)
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{
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std::stringstream ShaderCode;
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ShaderCode << "#version 330 core\n"
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<< "\n"
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<< "#extension GL_ARB_shading_language_420pack : enable\n" // Needed to set texture binding layouts
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<< "\n";
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EVertexDescription VtxDesc = Mat.VtxDesc();
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@@ -335,7 +333,7 @@ bool CShaderGenerator::CreatePixelShader(const CMaterial& Mat)
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for (u32 iPass = 0; iPass < PassCount; iPass++)
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if (Mat.Pass(iPass)->Texture() != nullptr)
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ShaderCode << "layout(binding = " << iPass << ") uniform sampler2D Texture" << iPass << ";\n";
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ShaderCode << "uniform sampler2D Texture" << iPass << ";\n";
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ShaderCode <<"\n";
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