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OpenGL: drop UBO-workaround usage for efb2ram shaders
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
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@ -108,15 +108,14 @@ void SHADER::SetProgramVariables()
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}
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// UBO workaround
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
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UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
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UniformSize[a] = 0;
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if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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break;
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}
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if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
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UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
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UniformSize[a] = 0;
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}
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int max_uniforms = 0;
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char name[50];
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int size;
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