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	gl_rasterizer: Use passthrough shader for SetupVertexShader.
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				| @ -196,7 +196,8 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) { | |||||||
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| void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) { | void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) { | ||||||
|     MICROPROFILE_SCOPE(OpenGL_VS); |     MICROPROFILE_SCOPE(OpenGL_VS); | ||||||
|     UNIMPLEMENTED(); |     LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader."); | ||||||
|  |     glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle); | ||||||
| } | } | ||||||
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 | 
 | ||||||
| void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) { | void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) { | ||||||
|  | |||||||
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