Add screen fallback in case no ubo are here.
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@ -3,6 +3,7 @@ uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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@ -466,6 +466,8 @@ void bypassUBO(GLuint Program)
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glUniformMatrix4fv(IVM, 1, GL_FALSE, irr_driver->getInvViewMatrix().pointer());
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GLint IPM = glGetUniformLocation(Program, "InverseProjectionMatrix");
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glUniformMatrix4fv(IPM, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
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GLint Screen = glGetUniformLocation(Program, "screen");
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glUniform2f(Screen, UserConfigParams::m_width, UserConfigParams::m_height);
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}
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namespace UtilShader
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