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Bump GLSL version to 430 (and formatting
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@ -284,7 +284,7 @@ void main(){
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std::string RendererOutputShader::PrependFragmentPreamble(const std::string& shaderSrc)
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{
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return R"(#version 420
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return R"(#version 430
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#ifdef VULKAN
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layout(push_constant) uniform pc {
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vec2 textureSrcResolution;
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@ -298,7 +298,7 @@ uniform vec2 outputResolution;
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#endif
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layout(location = 0) 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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)" + shaderSrc;
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}
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