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workaround for glGetUniformLocation in efb2ram
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@ -355,7 +355,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
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(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
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};
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glUniform4fv(glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), I_COLORS), 2, params);
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glUniform4fv(ProgramShaderCache::GetShaderProgram().UniformLocations[C_COLORS], 2, params);
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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