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metal: use EXT_vulkan_glsl_relaxed
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@@ -88,13 +88,7 @@ static const char global_uniforms[] = R"(
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// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
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// but we can't guarantee that highp is always supported in fragment shaders...
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// We *really* don't want to use mediump for these in vertex shaders though.
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#if __VERSION__ >= 300 && defined(LOVE_USE_UNIFORM_BUFFERS)
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layout (std140) uniform love_UniformsPerDrawBuffer {
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highp vec4 love_UniformsPerDraw[13];
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};
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#else
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
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#endif
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// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
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// do it as an initializer.
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@@ -536,8 +530,6 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType
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ss << "#define LOVE_GAMMA_CORRECT 1\n";
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if (info.usesMRT)
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ss << "#define LOVE_MULTI_RENDER_TARGETS 1\n";
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if (gfx->getRenderer() == Graphics::RENDERER_METAL)
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ss << "#define LOVE_USE_UNIFORM_BUFFERS 1\n"; // FIXME: this is temporary
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ss << glsl::global_syntax;
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ss << stageinfo.header;
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ss << glsl::global_uniforms;
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