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Fix material shader inputs not being updated properly
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@ -901,7 +901,7 @@ reflect_uniform(int i, char *name_buffer, GLsizei name_buflen) {
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bind._func = Shader::SMF_first;
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bind._part[0] = Shader::SMO_attr_material;
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bind._arg[0] = NULL;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_material;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_material | Shader::SSD_frame;
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bind._part[1] = Shader::SMO_identity;
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bind._arg[1] = NULL;
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bind._dep[1] = Shader::SSD_NONE;
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@ -376,7 +376,7 @@ cp_dependency(ShaderMatInput inp) {
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return SSD_NONE;
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}
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if (inp == SMO_attr_material || inp == SMO_attr_material2) {
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dep |= SSD_material;
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dep |= SSD_material | SSD_frame;
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}
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if (inp == SMO_attr_color) {
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dep |= SSD_color;
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