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Corrected shoddy copy paste job involving shader program handle in the bind fragment data fix.
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code/graphics/opengl/gropenglshader.cpp

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -583,11 +583,11 @@ int opengl_compile_shader(shader_type sdr, uint flags)
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}
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// bind fragment data locations before we link the shader
586-
glBindFragDataLocation(new_shader.program->getShaderHandle(), 0, "fragOut0");
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glBindFragDataLocation(new_shader.program->getShaderHandle(), 1, "fragOut1");
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glBindFragDataLocation(new_shader.program->getShaderHandle(), 2, "fragOut2");
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glBindFragDataLocation(new_shader.program->getShaderHandle(), 3, "fragOut3");
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glBindFragDataLocation(new_shader.program->getShaderHandle(), 4, "fragOut4");
586+
glBindFragDataLocation(program->getShaderHandle(), 0, "fragOut0");
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glBindFragDataLocation(program->getShaderHandle(), 1, "fragOut1");
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glBindFragDataLocation(program->getShaderHandle(), 2, "fragOut2");
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glBindFragDataLocation(program->getShaderHandle(), 3, "fragOut3");
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glBindFragDataLocation(program->getShaderHandle(), 4, "fragOut4");
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if (do_shader_caching()) {
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// Enable shader caching

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