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Use all non-negative shader lengths, not just positive. Closes #1508
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@@ -366,8 +366,8 @@ bool WrappedOpenGL::Serialise_glShaderSource(SerialiserType &ser, GLuint shaderH
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sources.reserve(count);
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for(GLsizei c = 0; c < count; c++)
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{
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sources.push_back((length && length[c] > 0) ? std::string(source[c], source[c] + length[c])
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: std::string(source[c]));
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sources.push_back((length && length[c] >= 0) ? std::string(source[c], source[c] + length[c])
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: std::string(source[c]));
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}
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}
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