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Convert rest of GL shaders to use spv_ variants
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@@ -47,7 +47,7 @@ void GenerateGLSLShader(std::vector<std::string> &sources, ShaderType type,
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sources[0] += shader.substr(begin, extsearch - begin + 1);
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} while(extsearch != string::npos);
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sources[0] += "\n" + defines;
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sources[0] += "\n" + defines + "\n";
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if(uniforms)
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sources[1] = GetEmbeddedResource(spv_debuguniforms_h);
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