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PixelShaderGen: Use arrays of texture samplers.
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@ -88,11 +88,14 @@ void SHADER::SetProgramVariables()
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if (GSBlock_id != -1)
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glUniformBlockBinding(glprogid, GSBlock_id, 3);
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// Bind Texture Sampler
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// Bind Texture Samplers
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for (int a = 0; a <= 9; ++a)
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{
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char name[8];
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snprintf(name, 8, "samp%d", a);
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char name[10];
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if (a < 8)
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snprintf(name, 8, "samp[%d]", a);
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else
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snprintf(name, 8, "samp%d", a);
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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int loc = glGetUniformLocation(glprogid, name);
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