OpenGL: set geometry shader input length implicitly
Input array length is implicitly set at link time, based on the geometry shader's layout. Specifying the wrong value here is an error; specifying no value is the same as getting it right. (inspired by a recent codegen change)
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@ -81,7 +81,7 @@ uniform int osd_active_uv_offset;
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in block {
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VertexData v;
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} inpt[4];
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} inpt[];
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#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
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{ \
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@ -17,12 +17,12 @@ uniform sampler2D cocbuffer;
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/* initial uv coordinate */
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#if __VERSION__ < 130
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varying in vec2 uvcoord[1];
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varying in vec2 uvcoord[];
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varying out vec2 particlecoord;
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varying out vec4 color;
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#define textureLod texture2DLod
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#else
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in vec2 uvcoord[1];
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in vec2 uvcoord[];
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out vec2 particlecoord;
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out vec4 color;
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#endif
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@ -8,7 +8,7 @@ uniform int osd_active_uv_offset;
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in block {
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VertexData v;
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} inpt[4];
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} inpt[];
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/* compatibility */
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out vec3 varnormal;
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