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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_State/ProgramState): Add CompileForOpenGL bit for shader compilation.
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@@ -1,5 +1,6 @@
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#include "ProgramObject.h"
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#include "MG_Util/Converters/GLToStr/GLEnumConverter.h"
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#include "MG_Util/ShaderTranspiler/Types.h"
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#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
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#include <MG_Util/Converters/MGToGL/ProgramEnumConverter.h>
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#include <MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.h>
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@@ -356,8 +357,10 @@ namespace MobileGL {
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for (SizeT i = 0; i < m_shaders.size(); i++) {
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auto shaderType = MG_Util::ConvertShaderStageToGLEnum(m_shaders[i]->GetShaderStage());
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shaderTypes[i] = shaderType;
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ShaderAttrib attrib{
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.shaderType = shaderType, .sourceStr = m_shaders[i]->GetShaderSource(), .flags = 0};
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ShaderAttrib attrib{.shaderType = shaderType,
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.sourceStr = m_shaders[i]->GetShaderSource(),
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.flags =
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ShaderCompileBits::CompileForOpenGL}; // TODO: better solution for flags
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MGLOG_D("ProgramObject %u: GenerateBinary - compiling shader[%zu] type %u", m_externalIndex, i,
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shaderType);
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auto res = ShaderCompiler::CompileShader(attrib);
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