forked from bartvdbraak/blender
GLSL: No need to extract the UBO dynamic inputs
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@ -1162,8 +1162,12 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB
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if (input->bindtex)
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extract = 1;
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}
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else if (input->dynamicvec)
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else if (input->dynamictype == GPU_DYNAMIC_UBO) {
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/* Don't extract UBOs */
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}
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else if (input->dynamicvec) {
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extract = 1;
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}
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if (extract)
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input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
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