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Fix updating of light position uniform in GLSL (thanks to deflected for tracking this down)
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@ -1196,7 +1196,9 @@ 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_vec_constant_x_attrib;
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bind._arg[0] = iname;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs | Shader::SSD_frame;
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// We need SSD_transform since some attributes (eg. light
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// position) have to be transformed to view space.
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs | Shader::SSD_frame | Shader::SSD_transform;
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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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