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https://github.com/libretro/RetroArch
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Update shader_glsl.c
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7e2e87ad4a
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@ -98,8 +98,6 @@ struct shader_uniforms
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int frame_count;
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int frame_count;
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int frame_direction;
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int frame_direction;
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int rotation;
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int lut_texture[GFX_MAX_TEXTURES];
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int lut_texture[GFX_MAX_TEXTURES];
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unsigned frame_count_mod;
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unsigned frame_count_mod;
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@ -734,8 +732,6 @@ static void gl_glsl_find_uniforms(glsl_shader_data_t *glsl,
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uni->frame_count = gl_glsl_get_uniform(glsl, prog, "FrameCount");
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uni->frame_count = gl_glsl_get_uniform(glsl, prog, "FrameCount");
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uni->frame_direction = gl_glsl_get_uniform(glsl, prog, "FrameDirection");
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uni->frame_direction = gl_glsl_get_uniform(glsl, prog, "FrameDirection");
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uni->rotation = gl_glsl_get_uniform(glsl, prog, "Rotation");
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for (i = 0; i < glsl->shader->luts; i++)
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for (i = 0; i < glsl->shader->luts; i++)
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uni->lut_texture[i] = glGetUniformLocation(prog, glsl->shader->lut[i].id);
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uni->lut_texture[i] = glGetUniformLocation(prog, glsl->shader->lut[i].id);
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@ -1332,9 +1328,6 @@ static void gl_glsl_set_params(void *dat, void *shader_data)
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glUniform1i(uni->frame_direction, 1);
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glUniform1i(uni->frame_direction, 1);
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}
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}
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if (uni->rotation >= 0)
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glUniform1i(uni->rotation, retroarch_get_rotation());
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/* Set lookup textures. */
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/* Set lookup textures. */
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for (i = 0; i < glsl->shader->luts; i++)
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for (i = 0; i < glsl->shader->luts; i++)
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{
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{
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