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[Fix] (MG/GLSLTool): Finally fixing blur shader!
- use glslang mapIO() function to correctly link shader in/out varyings - no need to flip y (already using VK_KHR_maintenance1 to specify negative viewport height) - use pointers to avoid unnecessary copying
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@@ -110,8 +110,8 @@ public:
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DECLARE_MATRIX_FUNCTIONS(4x3, GL_FLOAT_MAT4x3)
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#undef DECLARE_MATRIX_FUNCTIONS
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ProgramObject GetProgramObject(GLuint program) const;
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ShaderObject GetShaderObject(GLuint program) const;
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const ProgramObject* GetProgramObject(GLuint program) const;
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const ShaderObject* GetShaderObject(GLuint program) const;
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GLuint GetCurrentProgram() const;
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bool SetProgramStatus(GLuint program, GLboolean status);
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bool SetShaderStatus(GLuint shader, GLboolean status);
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