Draw Manager: Created a general fullscreen shader.
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@@ -126,7 +126,7 @@ extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
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extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
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extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
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extern char datatoc_gpu_shader_fx_vert_glsl[];
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extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
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extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
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extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
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@@ -827,7 +827,7 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
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switch (effect) {
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case GPU_SHADER_FX_SSAO:
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shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
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shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
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break;
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case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
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@@ -872,7 +872,7 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
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break;
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case GPU_SHADER_FX_DEPTH_RESOLVE:
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shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
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shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
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break;
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}
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