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	gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array
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				@ -246,7 +246,7 @@ public:
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        }
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					        }
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        entries.clip_distances = ir.GetClipDistances();
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					        entries.clip_distances = ir.GetClipDistances();
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        entries.shader_viewport_layer_array =
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					        entries.shader_viewport_layer_array =
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            stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesPointSize());
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					            stage == ShaderStage::Vertex && (ir.UsesLayer() || ir.UsesViewportIndex());
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        entries.shader_length = ir.GetLength();
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					        entries.shader_length = ir.GetLength();
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        return entries;
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					        return entries;
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    }
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					    }
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@ -302,7 +302,8 @@ private:
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            if (ir.UsesViewportIndex()) {
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					            if (ir.UsesViewportIndex()) {
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                code.AddLine("int gl_ViewportIndex;");
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					                code.AddLine("int gl_ViewportIndex;");
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            }
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					            }
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        } else if (stage == ShaderStage::Vertex && !device.HasVertexViewportLayer()) {
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					        } else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderStage::Vertex &&
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					                   !device.HasVertexViewportLayer()) {
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            LOG_ERROR(
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					            LOG_ERROR(
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                Render_OpenGL,
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					                Render_OpenGL,
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                "GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
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					                "GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
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