Fix for OSX compilation
OSX supports GL up to 4.0 and is unlikely to ship gl header for later version.
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@@ -277,15 +277,11 @@ void Shaders::loadShaders()
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FullScreenShader::DepthOfFieldShader::init();
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FullScreenShader::FogShader::init();
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FullScreenShader::Gaussian17TapHShader::init();
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#if !defined(__linux__) || defined(GL_VERSION_4_3)
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FullScreenShader::ComputeGaussian17TapHShader::init();
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#endif
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FullScreenShader::Gaussian3HBlurShader::init();
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FullScreenShader::Gaussian3VBlurShader::init();
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FullScreenShader::Gaussian17TapVShader::init();
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#if !defined(__linux__) || defined(GL_VERSION_4_3)
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FullScreenShader::ComputeGaussian17TapVShader::init();
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#endif
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FullScreenShader::Gaussian6HBlurShader::init();
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FullScreenShader::Gaussian6VBlurShader::init();
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FullScreenShader::GlowShader::init();
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@@ -2448,18 +2444,19 @@ namespace FullScreenShader
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vao = createFullScreenVAO(Program);
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}
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#if !defined(__linux__) || defined(GL_VERSION_4_3)
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GLuint ComputeGaussian17TapHShader::Program;
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GLuint ComputeGaussian17TapHShader::uniform_source;
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GLuint ComputeGaussian17TapHShader::uniform_dest;
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void ComputeGaussian17TapHShader::init()
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{
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#if WIN32
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Program = LoadProgram(
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GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussian.comp").c_str());
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uniform_source = glGetUniformLocation(Program, "source");
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uniform_dest = glGetUniformLocation(Program, "dest");
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}
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#endif
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}
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GLuint Gaussian6HBlurShader::Program;
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GLuint Gaussian6HBlurShader::uniform_tex;
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GLuint Gaussian6HBlurShader::uniform_pixel;
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@@ -2505,15 +2502,16 @@ namespace FullScreenShader
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GLuint ComputeGaussian17TapVShader::Program;
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GLuint ComputeGaussian17TapVShader::uniform_source;
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GLuint ComputeGaussian17TapVShader::uniform_dest;
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#if !defined(__linux__) || defined(GL_VERSION_4_3)
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void ComputeGaussian17TapVShader::init()
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{
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#if WIN32
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Program = LoadProgram(
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GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussianv.comp").c_str());
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uniform_source = glGetUniformLocation(Program, "source");
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uniform_dest = glGetUniformLocation(Program, "dest");
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}
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#endif
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}
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GLuint Gaussian6VBlurShader::Program;
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GLuint Gaussian6VBlurShader::uniform_tex;
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GLuint Gaussian6VBlurShader::uniform_pixel;
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