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Port most shaders to GLSL ES 3.0 (#16639)
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@@ -2649,6 +2649,7 @@ ITexture *COpenGLDriver::addRenderTargetTextureCubemap(const u32 sideLen, const
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SDriverLimits COpenGLDriver::getLimits() const
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{
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SDriverLimits ret;
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ret.GLVersion = core::vector2di(Version / 100, Version % 100);
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ret.MaxPrimitiveCount = 0x7fffffff;
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ret.MaxTextureSize = MaxTextureSize;
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return ret;
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@@ -1687,6 +1687,7 @@ ITexture *COpenGL3DriverBase::addRenderTargetTextureCubemap(const u32 sideLen, c
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SDriverLimits COpenGL3DriverBase::getLimits() const
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{
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SDriverLimits ret;
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ret.GLVersion = core::vector2di(Version.Major, Version.Minor);
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ret.MaxPrimitiveCount = Version.Spec == OpenGLSpec::ES ? UINT16_MAX : INT32_MAX;
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ret.MaxTextureSize = MaxTextureSize;
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ret.MaxArrayTextureImages = MaxArrayTextureLayers;
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