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OGL: Use struct for post-processing shader options
This removes the need for token pasting, which isn't supported in GLSL ES. Shouldn't cause any issues unless people are using reserved keywords as option names.
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@ -38,7 +38,7 @@ private:
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std::unordered_map<std::string, GLuint> m_uniform_bindings;
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void CreateHeader();
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std::string LoadShaderOptions(const std::string& code);
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std::string LoadShaderOptions();
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};
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} // namespace
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