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Fixed: Water texture missing throughout the map in BR on Android
#rb peter.sauerbrei [CL 21864603 by dmitriy dyomin in ue5-main branch]
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@@ -17,7 +17,7 @@ class FShaderFormatGLSL : public IShaderFormat
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enum
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{
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/** Version for shader format, this becomes part of the DDC key. */
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UE_SHADER_GLSL_VER = 105,
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UE_SHADER_GLSL_VER = 106,
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};
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void CheckFormat(FName Format) const
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@@ -21,8 +21,8 @@ class FShaderFormatVulkan : public IShaderFormat
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{
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enum
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{
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UE_SHADER_VULKAN_ES3_1_VER = 35,
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UE_SHADER_VULKAN_SM5_VER = 35,
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UE_SHADER_VULKAN_ES3_1_VER = 36,
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UE_SHADER_VULKAN_SM5_VER = 36,
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};
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int32 InternalGetVersion(FName Format) const
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@@ -5589,10 +5589,12 @@ void GlobalBeginCompileShader(
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if (bUsingMobileRenderer)
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{
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Input.Environment.SetDefine(TEXT("SHADING_PATH_MOBILE"), 1);
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if (IsMobileDeferredShadingEnabled((EShaderPlatform)Target.Platform))
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{
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Input.Environment.SetDefine(TEXT("MOBILE_DEFERRED_SHADING"), 1);
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const bool bMobileDeferredShading = IsMobileDeferredShadingEnabled((EShaderPlatform)Target.Platform);
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Input.Environment.SetDefine(TEXT("MOBILE_DEFERRED_SHADING"), bMobileDeferredShading ? 1 : 0);
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if (bMobileDeferredShading)
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{
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bool bGLESDeferredShading = Target.Platform == SP_OPENGL_ES3_1_ANDROID;
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Input.Environment.SetDefine(TEXT("USE_GLES_FBF_DEFERRED"), bGLESDeferredShading ? 1 : 0);
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Input.Environment.SetDefine(TEXT("MOBILE_EXTENDED_GBUFFER"), MobileUsesExtenedGBuffer((EShaderPlatform)Target.Platform) ? 1 : 0);
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