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use glBindFragDataLocation instead of glDrawBuffer
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3 changed files with 3 additions and 8 deletions
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@ -108,6 +108,8 @@ void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& e
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glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
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}
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else
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glBindFragDataLocation(entry.prog_id, 0, "ocol0");
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// Need to set some attribute locations
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glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
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