video_core: gl_shader_manager: Only set shader samplers on fragment shader.
- Avoids unnecessary uniform errors.
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@ -177,9 +177,12 @@ public:
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OGLProgram& program = boost::get<OGLProgram>(shader_or_program);
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program.Create(true, {shader.handle});
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SetShaderUniformBlockBindings(program.handle);
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if (type == GL_FRAGMENT_SHADER) {
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SetShaderSamplerBindings(program.handle);
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}
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}
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}
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GLuint GetHandle() const {
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if (shader_or_program.which() == 0) {
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