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OpenGL: Add explicit/matching qualifiers in output shader interface
fixes issues with old intel drivers
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@ -187,8 +187,8 @@ std::string RendererOutputShader::GetOpenGlVertexSource(bool render_upside_down)
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// vertex shader
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// vertex shader
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std::ostringstream vertex_source;
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std::ostringstream vertex_source;
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vertex_source <<
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vertex_source <<
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R"(#version 400
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R"(#version 420
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out vec2 passUV;
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layout(location = 0) smooth out vec2 passUV;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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@ -297,7 +297,7 @@ uniform vec2 nativeResolution;
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uniform vec2 outputResolution;
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uniform vec2 outputResolution;
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#endif
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#endif
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layout(location = 0) in vec2 passUV;
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layout(location = 0) smooth in vec2 passUV;
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layout(binding = 0) uniform sampler2D textureSrc;
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layout(binding = 0) uniform sampler2D textureSrc;
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layout(location = 0) out vec4 colorOut0;
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layout(location = 0) out vec4 colorOut0;
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)" + shaderSrc;
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)" + shaderSrc;
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