Fix basic glsl pipeline
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@ -208,6 +208,9 @@ void IrrDriver::renderSolidFirstPass()
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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if (irr_driver->hasARB_draw_indirect())
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
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if (!UserConfigParams::m_dynamic_lights)
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return;
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@ -231,9 +234,6 @@ void IrrDriver::renderSolidFirstPass()
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renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD, 2, 1>(object_pass1_texunits, ListMatSphereMap::getInstance()->SolidPass);
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renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS, 2, 1>(object_pass1_texunits, ListMatDetails::getInstance()->SolidPass);
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if (irr_driver->hasARB_draw_indirect())
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
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if (UserConfigParams::m_azdo)
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{
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#ifdef Multi_Draw_Indirect
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