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Bugfix in the main vertex shader: now the 'component association' buffers might be needed even if there are no vertex effects.
Bugfix: for affected components, we were using bit 16, not the intended bit 32. Bit 16 clashes with associations of vertex effects!
Make it possible to apply Postprocessing effects to only an arbitrary subset of components.
Dino6 solver: corrections to the pruning engine.
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Calibration of the previous workaround.
Workaround for the fact that one some devices (for example the LG K30's V@415 driver on the Adreno 308) the Glow halo wasn't visible.
Properly solve the issue with Qualcomm driver V@331 having buggy UBO size.
Another attempt at fixing tthings on early Qualcomm OpenGL ES 3.0 drivers.
The previous version does not work on Adreno 405 driver V@100, present for example in a Asus ZenPad 8.Revert the packed 'ivec2' UBO in the vertex shader back to a 'std140' ivec4. This comes at a price if bumping into the bug on Qualcomm driver version 331 on Adreno 308 - i.e. Samsung Galaxy J4+ again....
Make the 'Component Associations' UBO (on most devices) twice smaller -use the 'packed' layout and 'ivec2' in place of 'ivec4'.
This forces us to dynamically probe the 'Stride' - number of 4-byte entities that the UBO's 'ivec4' takes - and correct the already-constructed UniformBlockAssociation objects in case this turns out to be different than the expected 2, i.e. tightly-packed....
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