better to generate the library string always because it could lead to null pointer dereferences. I don't have a non-shader system to check so skipping the conditional just to be safe
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@@ -112,9 +112,7 @@ void GPU_extensions_init(void)
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if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
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if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
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if(GG.glslsupport){
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GPU_code_generate_glsl_lib();
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}
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GPU_code_generate_glsl_lib();
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glGetIntegerv(GL_RED_BITS, &r);
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glGetIntegerv(GL_GREEN_BITS, &g);
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