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Test that dirty pipelines can still be shader-edited properly
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@@ -160,6 +160,13 @@ void main()
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glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
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// force the pipeline to be dirty
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for(int i = 0; i < 100; i++)
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{
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glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
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glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
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}
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glProgramUniform4f(fssepprog, 9, 0.0f, 1.0f, 0.0f, 1.0f);
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// render offscreen to make picked values accurate
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