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Moves GLSL-specific uniform name workaround (added in 227f9e403f) to CShaderProgramGLSL.
This was SVN commit r26816.
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@@ -377,10 +377,6 @@ void InstancingModelRenderer::RenderModel(
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{
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// Bind matrices for current animation state.
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// Add 1 to NumBones because of the special 'root' bone.
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// HACK: NVIDIA drivers return uniform name with "[0]", Intel Windows drivers without;
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// try uploading both names since one of them should work, and this is easier than
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// canonicalising the uniform names in CShaderProgramGLSL
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shader->Uniform(str_skinBlendMatrices_0, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
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shader->Uniform(str_skinBlendMatrices, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
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}
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