mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 08:13:13 +02:00
set the defines for GPU profile correctly AGAIN
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parent
74ae0c4a85
commit
5a40fcee17
11 changed files with 33 additions and 30 deletions
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@ -12,16 +12,16 @@
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<@def GPU_CONFIG_SLH@>
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<@if GLPROFILE == PC_GL @>
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<@def GPU_FEATURE_PROFILE Core@>
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<@def GPU_TRANSFORM_PROFILE Core@>
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<@def GPU_FEATURE_PROFILE GPU_CORE@>
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<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
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<@def VERSION_HEADER #version 330 compatibility@>
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<@elif GLPROFILE == MAC_GL @>
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<@def GPU_FEATURE_PROFILE Legacy@>
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<@def GPU_TRANSFORM_PROFILE Legacy@>
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<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
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<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
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<@def VERSION_HEADER #version 120@>
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<@else@>
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<@def GPU_FEATURE_PROFILE Legacy@>
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<@def GPU_TRANSFORM_PROFILE Legacy@>
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<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
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<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
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<@def VERSION_HEADER #version 120@>
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<@endif@>
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@ -56,7 +56,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
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GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
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GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
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#if (GPU_FEATURE_PROFILE == Core)
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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GLuint bo = getBufferID(*uniformBuffer);
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glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
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#else
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@ -88,7 +88,7 @@ void makeBindings(GLBackend::GLShader* shader) {
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// now assign the ubo binding, then DON't relink!
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//Check for gpu specific uniform slotBindings
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#if (GPU_TRANSFORM_PROFILE == Core)
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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loc = glGetUniformBlockIndex(glprogram, "transformObjectBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
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@ -552,7 +552,7 @@ bool isUnusedSlot(GLint binding) {
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int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
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GLint buffersCount = 0;
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#if (GPU_FEATURE_PROFILE == Core)
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
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@ -32,7 +32,7 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
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}
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void GLBackend::initTransform() {
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#if (GPU_TRANSFORM_PROFILE == Core)
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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glGenBuffers(1, &_transform._transformObjectBuffer);
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glGenBuffers(1, &_transform._transformCameraBuffer);
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@ -49,7 +49,7 @@ void GLBackend::initTransform() {
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}
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void GLBackend::killTransform() {
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#if (GPU_TRANSFORM_PROFILE == Core)
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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glDeleteBuffers(1, &_transform._transformObjectBuffer);
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glDeleteBuffers(1, &_transform._transformCameraBuffer);
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#else
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@ -77,7 +77,7 @@ void GLBackend::updateTransform() {
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_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
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}
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#if (GPU_TRANSFORM_PROFILE == Core)
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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if (_transform._invalidView || _transform._invalidProj) {
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glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
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glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
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@ -100,7 +100,7 @@ void GLBackend::updateTransform() {
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#endif
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#if (GPU_TRANSFORM_PROFILE == Legacy)
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#if (GPU_TRANSFORM_PROFILE == GPU_LEGACY)
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// Do it again for fixed pipeline until we can get rid of it
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if (_transform._invalidProj) {
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if (_transform._lastMode != GL_PROJECTION) {
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@ -14,20 +14,23 @@
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#define GL_GLEXT_PROTOTYPES 1
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#define GPU_CORE 1
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#define GPU_LEGACY 0
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#if defined(__APPLE__)
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#define GPU_FEATURE_PROFILE Legacy
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#define GPU_TRANSFORM_PROFILE Legacy
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#define GPU_FEATURE_PROFILE GPU_LEGACY
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#define GPU_TRANSFORM_PROFILE GPU_LEGACY
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#elif defined(WIN32)
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#include <windowshacks.h>
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#include <GL/glew.h>
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#include <GL/wglew.h>
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#define GPU_FEATURE_PROFILE Core
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#define GPU_TRANSFORM_PROFILE Core
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#define GPU_FEATURE_PROFILE GPU_CORE
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#define GPU_TRANSFORM_PROFILE GPU_CORE
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#elif defined(ANDROID)
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@ -35,8 +38,8 @@
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#include <GL/gl.h>
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#include <GL/glext.h>
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#define GPU_FEATURE_PROFILE Legacy
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#define GPU_TRANSFORM_PROFILE Legacy
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#define GPU_FEATURE_PROFILE GPU_LEGACY
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#define GPU_TRANSFORM_PROFILE GPU_LEGACY
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#endif
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@ -24,7 +24,7 @@ struct TransformCamera {
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};
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vec4 transformModelToClipPos(TransformCamera camera, TransformObject object, vec4 pos) {
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<@if GPU_TRANSFORM_PROFILE == GPUCore@>
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<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
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vec4 epos = (object._model * pos) + vec4(-pos.w * camera._viewInverse[3].xyz, 0.0);
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return camera._projectionViewUntranslated * epos;
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// Equivalent to the following but hoppefully a bit more accurate
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@ -35,7 +35,7 @@ vec4 transformModelToClipPos(TransformCamera camera, TransformObject object, vec
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}
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vec3 transformModelToEyeDir(TransformCamera camera, TransformObject object, vec3 dir) {
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<@if GPU_TRANSFORM_PROFILE == GPUCore@>
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<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
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vec3 mr0 = vec3(object._modelInverse[0].x, object._modelInverse[1].x, object._modelInverse[2].x);
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vec3 mr1 = vec3(object._modelInverse[0].y, object._modelInverse[1].y, object._modelInverse[2].y);
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vec3 mr2 = vec3(object._modelInverse[0].z, object._modelInverse[1].z, object._modelInverse[2].z);
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@ -52,7 +52,7 @@ vec3 transformModelToEyeDir(TransformCamera camera, TransformObject object, vec3
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<@endif@>
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}
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<@if GPU_TRANSFORM_PROFILE == GPUCore@>
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<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
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uniform transformObjectBuffer {
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TransformObject object;
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};
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@ -64,7 +64,7 @@ float getLightShowContour(Light l) {
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return l._control.w;
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}
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<@if GPU_FEATURE_PROFILE == Core @>
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<@if GPU_FEATURE_PROFILE == GPU_CORE @>
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uniform lightBuffer {
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Light light;
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};
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@ -25,7 +25,7 @@ float getMaterialShininess(Material m) { return m._specular.a; }
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<@if GPU_FEATURE_PROFILE == Core@>
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<@if GPU_FEATURE_PROFILE == GPU_CORE@>
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uniform materialBuffer {
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Material _mat;
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};
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@ -495,7 +495,7 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
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GLint loc = -1;
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#if (GPU_FEATURE_PROFILE == Core)
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, 0);
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@ -512,7 +512,7 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limit
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}
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#endif
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#if (GPU_FEATURE_PROFILE == Core)
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, 1);
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@ -200,7 +200,7 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, boo
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// bindable uniform version
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#if (GPU_FEATURE_PROFILE == Core)
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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loc = glGetUniformBlockIndex(program.programId(), "materialBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, 1);
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@ -217,7 +217,7 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, boo
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}
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#endif
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#if (GPU_FEATURE_PROFILE == Core)
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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loc = glGetUniformBlockIndex(program.programId(), "transformObjectBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_OBJECT_SLOT);
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@ -225,7 +225,7 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, boo
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}
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#endif
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#if (GPU_FEATURE_PROFILE == Core)
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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loc = glGetUniformBlockIndex(program.programId(), "transformCameraBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(program.programId(), loc, gpu::TRANSFORM_CAMERA_SLOT);
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@ -16,7 +16,7 @@ uniform sampler2DShadow shadowMap;
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// Fetching it
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float fetchShadow(vec3 texcoord) {
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<@if GPU_FEATURE_PROFILE == Core @>
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<@if GPU_FEATURE_PROFILE == GPU_CORE @>
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return texture(shadowMap, texcoord);
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<@else@>
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return shadow2D(shadowMap, texcoord).r;
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