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Updated glslang.
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2
3rdparty/glslang/StandAlone/StandAlone.cpp
vendored
2
3rdparty/glslang/StandAlone/StandAlone.cpp
vendored
@@ -988,7 +988,7 @@ void CompileAndLinkShaderUnits(std::vector<ShaderCompUnit> compUnits)
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// Set base bindings
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shader->setShiftBinding(res, baseBinding[res][compUnit.stage]);
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// Set bindings for particular resource sets
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// TODO: use a range based for loop here, when available in all environments.
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for (auto i = baseBindingForSet[res][compUnit.stage].begin();
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