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fix a potential crash if the current shaderObject is null
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1 changed files with 1 additions and 1 deletions
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@ -406,7 +406,7 @@ void GLBackend::do_popProfileRange(const Batch& batch, size_t paramOffset) {
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// As long as we don;t use several versions of shaders we can avoid this more complex code path
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// As long as we don;t use several versions of shaders we can avoid this more complex code path
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#ifdef GPU_STEREO_CAMERA_BUFFER
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#ifdef GPU_STEREO_CAMERA_BUFFER
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#define GET_UNIFORM_LOCATION(shaderUniformLoc) _pipeline._programShader->getUniformLocation(shaderUniformLoc, (GLShader::Version) isStereo())
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#define GET_UNIFORM_LOCATION(shaderUniformLoc) ((_pipeline._programShader) ? _pipeline._programShader->getUniformLocation(shaderUniformLoc, (GLShader::Version) isStereo()) : -1)
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#else
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#else
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#define GET_UNIFORM_LOCATION(shaderUniformLoc) shaderUniformLoc
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#define GET_UNIFORM_LOCATION(shaderUniformLoc) shaderUniformLoc
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#endif
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#endif
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