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UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
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@ -173,7 +173,7 @@ void VertexShaderManager::Dirty()
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// TODO: A cleaner way to control the matricies without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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//if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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Dirty();
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if (nTransformMatricesChanged[0] >= 0)
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{
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