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Fix AMD crash with instanced particle shaders
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@@ -30,9 +30,10 @@ BOO_GLSL_BINDING_HEAD
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vec4 pos = posIn[gl_VertexID];\n"
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uv = uvsIn[gl_VertexID].xy;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" gl_Position = mvp * pos;\n"
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"}\n";
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static const char* FS_GLSL_TEX =
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@@ -95,11 +96,12 @@ BOO_GLSL_BINDING_HEAD
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vec4 pos = posIn[gl_VertexID];\n"
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uvScene = uvsInScene;\n"
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" vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
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" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" gl_Position = mvp * pos;\n"
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" gl_Position = FLIPFROMGL(gl_Position);\n"
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"}\n";
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@@ -170,8 +172,9 @@ BOO_GLSL_BINDING_HEAD
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vec4 pos = posIn[gl_VertexID];\n"
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" vtf.color = colorIn * moduColor;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" gl_Position = mvp * pos;\n"
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"}\n";
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static const char* FS_GLSL_NOTEX =
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