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https://github.com/MobileGL-Dev/MobileGL
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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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@@ -119,14 +119,14 @@ namespace MG_Util::Program {
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if (MG_Global::Common::LogLevel > MG_Constants::Common::LOG_LEVEL_DEBUG)
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return;
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auto prog = (ProgramObject)state.GetProgramObject(program);
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if (!prog.linked.toBool()) {
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auto* prog = state.GetProgramObject(program);
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if (!prog->linked.toBool()) {
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MG_Util::Debug::LogE("Program %u not linked", program);
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return;
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}
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MG_Util::Debug::LogD("=== Dumping uniforms for program %u ===", program);
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for(const auto& [name, loc] : prog.uniformLocations) {
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const auto& value = prog.uniformValues.at(name);
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for(const auto& [name, loc] : prog->uniformLocations) {
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const auto& value = prog->uniformValues.at(name);
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MG_Util::Debug::LogD("Uniform: %-24s Location: %-4d Type: %-16s Count: %-3d Value: %s",
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name.c_str(),
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loc,
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