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Fix compilation of depth MSAA <-> Array shaders on Vulkan
* glslang doesn't like the GL_ARB_sample_shading extension
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@@ -22,7 +22,7 @@
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* THE SOFTWARE.
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******************************************************************************/
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//#extension_nongles GL_ARB_sample_shading : require
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//#extension_glcore GL_ARB_sample_shading : require
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layout(binding = 0) uniform sampler2DArray srcDepthArray;
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layout(binding = 1) uniform usampler2DArray srcStencilArray;
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@@ -21,8 +21,6 @@
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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//#extension_nongles GL_ARB_sample_shading : require
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layout(binding = 0) uniform sampler2DMSArray srcDepthMS;
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layout(binding = 1) uniform usampler2DMSArray srcStencilMS;
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@@ -98,6 +98,13 @@ void GenerateGLSLShader(std::vector<std::string> &sources, ShaderType type,
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ext.erase(ext.find("_gles"), 5);
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}
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else if(ext.find("#extension_glcore") == 0)
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{
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if(type != eShaderGLSL)
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continue;
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ext.erase(ext.find("_glcore"), 7);
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}
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else if(ext.find("#extension_nongles") == 0)
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{
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if(type == eShaderGLSLES)
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