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OGL: Uber shader support
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@ -57,6 +57,7 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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ProgramShaderCache::BindVertexFormat(this);
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// the element buffer is bound directly to the vao, so we must it set for every vao
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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@ -74,8 +75,6 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
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SetPointer(SHADER_TEXTURE0_ATTRIB + i, vertex_stride, _vtx_decl.texcoords[i]);
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SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, _vtx_decl.posmtx);
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vm->m_last_vao = VAO;
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}
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GLVertexFormat::~GLVertexFormat()
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