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PostProcessing: Fix OpenGL UBO linking with configuration options
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@ -385,7 +385,10 @@ std::vector<std::string> PostProcessing::GetPassiveShaderList()
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bool PostProcessing::Initialize(AbstractTextureFormat format)
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{
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m_framebuffer_format = format;
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if (!CompileVertexShader() || !CompilePixelShader() || !CompilePipeline())
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// CompilePixelShader must be run first if configuration options are used.
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// Otherwise the UBO has a different member list between vertex and pixel
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// shaders, which is a link error.
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if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline())
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return false;
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return true;
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