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Update shader pipeline calls
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@@ -77,11 +77,11 @@ void View::Resources::init(boo::GLDataFactory* factory, const IThemeData& theme)
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m_solidShader = factory->newShaderPipeline(GLSLSolidVS, GLSLSolidFS, 0, nullptr, 1, BlockNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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m_texShader = factory->newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, "tex", 1, BlockNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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}
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#if _WIN32
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@@ -272,7 +272,7 @@ void View::Resources::init(boo::MetalDataFactory* factory, const IThemeData& the
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m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, m_solidVtxFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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boo::VertexElementDescriptor texvdescs[] =
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{
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@@ -283,7 +283,7 @@ void View::Resources::init(boo::MetalDataFactory* factory, const IThemeData& the
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m_texShader = factory->newShaderPipeline(TexVS, TexFS, m_texVtxFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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boo::Primitive::TriStrips, false, false, false);
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}
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#endif
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