clear uniform cache on startup
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@ -237,6 +237,7 @@ void ProgramShaderCache::Init(void)
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
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s_ubo_buffer = new float[s_ubo_buffer_size/sizeof(float)];
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memset(s_ubo_buffer, 0, s_ubo_buffer_size);
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s_ubo_dirty = true;
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}
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