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OGL: update ubo workaround
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@ -324,7 +324,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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};
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texconv_shader.Bind();
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glUniform4fv(texconv_shader.UniformLocations[C_COLORS], 2, params);
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glUniform4fv(texconv_shader.UniformLocations[0], 2, params);
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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