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	gl_rasterizer: Use passthrough shader for SetupVertexShader.
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				| @ -196,7 +196,8 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) { | ||||
| 
 | ||||
| void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) { | ||||
|     MICROPROFILE_SCOPE(OpenGL_VS); | ||||
|     UNIMPLEMENTED(); | ||||
|     LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader."); | ||||
|     glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) { | ||||
|  | ||||
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