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Fix for runtime shader error on Android with multiview enabled
#rb Lukas.Hermanns #jira UE-132575 #robomerge 5.0 #robomerge FNMain [CL 17978898 by carl lloyd in ue5-main branch]
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@@ -2160,10 +2160,14 @@ static bool CompileToGlslWithShaderConductor(
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default:
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TargetDesc.CompileFlags.SetDefine(TEXT("force_flattened_io_blocks"), 1);
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TargetDesc.CompileFlags.SetDefine(TEXT("emit_uniform_buffer_as_plain_uniforms"), 1);
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if (Frequency == SF_Vertex)
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// If we have mobile multiview define set then set the view count and enable extension
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const FString* MultiViewDefine = Input.Environment.GetDefinitions().Find(TEXT("MOBILE_MULTI_VIEW"));
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if (Frequency == SF_Vertex && MultiViewDefine && *MultiViewDefine == "1")
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{
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TargetDesc.CompileFlags.SetDefine(TEXT("ovr_multiview_view_count"), 2);
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}
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TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Essl;
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TargetDesc.Version = 320;
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break;
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