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OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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@ -485,6 +485,7 @@ void ProgramShaderCache::CreateHeader()
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"%s\n" // msaa
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"%s\n" // sample shading
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"%s\n" // Sampler binding
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"%s\n" // storage buffer
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// Precision defines for GLSL ES
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"%s\n"
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@ -516,6 +517,7 @@ void ProgramShaderCache::CreateHeader()
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, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
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, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
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, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"
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, g_ActiveConfig.backend_info.bSupportsBBox ? "#extension GL_ARB_shader_storage_buffer_object : enable" : ""
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, v>=GLSLES_300 ? "precision highp float;" : ""
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, v>=GLSLES_300 ? "precision highp int;" : ""
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