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Ensure aggressive dead-code stripping doesn't break tests
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@@ -50,6 +50,9 @@ void main()
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const std::string pixel = R"EOSHADER(
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#version 460 core
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layout(location = 0) in vec4 OUTPOSITION;
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layout(location = 1) in vec4 OUTCOLOR;
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layout(location = 0, index = 0) out vec4 Color;
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layout(binding = 0, std140) uniform constsbuf
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@@ -60,7 +63,7 @@ layout(binding = 0, std140) uniform constsbuf
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void main()
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{
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Color = outcol;
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Color = outcol + 1e-6f * OUTPOSITION + 1e-6f * OUTCOLOR;
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}
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)EOSHADER";
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@@ -56,7 +56,7 @@ void main()
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vertOut.pos = vec4(Position.xyz, 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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vertOut.uv = vec4(UV.xy, 1e-12f, 1);
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}
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)EOSHADER";
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@@ -404,14 +404,12 @@ void main()
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while(Running())
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindVertexArray(vao);
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float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindVertexArray(vao);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, cb, bindOffset * sizeof(Vec4f), 1024 * sizeof(Vec4f));
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glUseProgram(program);
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