Do not create shadow vao for ctx < gl 3.2
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@ -77,9 +77,12 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMateria
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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setInstanceAttribPointer<MeshShader::InstancedObjectPass1Shader>();
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::InstancedShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedShadowShader>();
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if (irr_driver->getGLSLVersion() >= 150)
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{
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::InstancedShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedShadowShader>();
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}
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break;
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case FPSM_ALPHA_REF_TEXTURE:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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@ -88,9 +91,12 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMateria
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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setInstanceAttribPointer<MeshShader::InstancedObjectRefPass1Shader>();
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::InstancedRefShadowShader::attrib_position, MeshShader::InstancedRefShadowShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedRefShadowShader>();
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if (irr_driver->getGLSLVersion() >= 150)
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{
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mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::InstancedRefShadowShader::attrib_position, MeshShader::InstancedRefShadowShader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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setInstanceAttribPointer<MeshShader::InstancedRefShadowShader>();
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}
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break;
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case FPSM_GRASS:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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