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[Fix]: save order of uniform names, and apply it at linking and buffer mapping
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@@ -181,7 +181,7 @@ namespace MG_Util::Program {
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std::pair<std::string, std::string> GenerateDefaultUBOForGLSL(const std::pair<std::string,
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std::string>& glslSources);
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void GenerateDefaultUBOForGLSL_Multi(
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MG_Global::unordered_map<GLuint, std::string> &shaderSources);
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MG_Global::unordered_map<GLuint, std::string> &shaderSources, std::vector<std::string>& outUniformBufferNames);
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}
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#endif //MOBILEGL_GLSLTOOL_H
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