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@ -492,9 +492,10 @@ void RasterizerOpenGL::SetShader() {
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state.Apply();
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// Set the texture samplers to correspond to different texture units
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glUniform1i(PicaShader::Uniform::Texture0, 0);
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glUniform1i(PicaShader::Uniform::Texture1, 1);
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glUniform1i(PicaShader::Uniform::Texture2, 2);
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GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex");
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glUniform1i(uniform_tex, 0);
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glUniform1i(uniform_tex + 1, 1);
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glUniform1i(uniform_tex + 2, 2);
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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