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Update boo and GLSL macros
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@@ -87,7 +87,7 @@ std::string GLSL::GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs
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{
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if (skinSlots == 0)
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skinSlots = 1;
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std::string retval = HECL::Format("uniform HECLVertUniform\n"
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std::string retval = HECL::Format("UBINDING0 uniform HECLVertUniform\n"
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"{\n"
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" mat4 mv[%u];\n"
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" mat4 mvInv[%u];\n"
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@@ -107,7 +107,7 @@ void GLSL::reset(const IR& ir, Diagnostics& diag)
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std::string GLSL::makeVert(const char* glslVer, unsigned col, unsigned uv, unsigned w,
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unsigned s, unsigned tm) const
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{
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std::string retval = std::string(glslVer) + "\n" +
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std::string retval = std::string(glslVer) + "\n" BOO_GLSL_BINDING_HEAD +
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GenerateVertInStruct(col, uv, w) + "\n" +
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GenerateVertToFragStruct() + "\n" +
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GenerateVertUniformStruct(s, tm) +
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@@ -160,9 +160,9 @@ std::string GLSL::makeFrag(const char* glslVer,
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std::string texMapDecl;
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if (m_texMapEnd)
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texMapDecl = HECL::Format("uniform sampler2D texs[%u];\n", m_texMapEnd);
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texMapDecl = HECL::Format("TBINDING0 uniform sampler2D texs[%u];\n", m_texMapEnd);
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std::string retval = std::string(glslVer) + "\n" +
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std::string retval = std::string(glslVer) + "\n" BOO_GLSL_BINDING_HEAD +
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GenerateVertToFragStruct() +
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"\nlayout(location=0) out vec4 colorOut;\n" +
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texMapDecl +
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@@ -210,9 +210,9 @@ std::string GLSL::makeFrag(const char* glslVer,
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std::string texMapDecl;
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if (m_texMapEnd)
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texMapDecl = HECL::Format("uniform sampler2D texs[%u];\n", m_texMapEnd);
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texMapDecl = HECL::Format("TBINDING0 uniform sampler2D texs[%u];\n", m_texMapEnd);
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std::string retval = std::string(glslVer) + "\n" +
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std::string retval = std::string(glslVer) + "\n" BOO_GLSL_BINDING_HEAD +
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GenerateVertToFragStruct() +
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"\nlayout(location=0) out vec4 colorOut;\n" +
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texMapDecl +
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