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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectGLES): Actually compile shader and use.
* TODO: remove junk code.
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@@ -142,11 +142,11 @@ namespace MobileGL {
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((attrib.flags & ShaderCompileBits::EmitDiscardAsDemote)
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? glslang::EShTargetSpv_1_6
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: glslang::EShTargetSpv_1_5));
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tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
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// gl_InstanceID?
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}
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tshader->setAutoMapLocations(true);
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tshader->setAutoMapBindings(true);
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tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
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// gl_InstanceID?
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tshader->setGlobalUniformBlockName(GLOBAL_UBO_NAME);
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if (!tshader->parse(&GetTBuiltInResourceInstance(), 460, ECoreProfile,
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/*forceDefaultVersionAndProfile: */ false,
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