PostProcessing/FX: Fix GLSL compile error with discard
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@ -1170,7 +1170,8 @@ bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format,
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if (needs_main_defn)
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{
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// dFdx/dFdy are not defined in the vertex shader.
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const char* defns = (stage == GPUShaderStage::Vertex) ? "#define dFdx(x) x\n#define dFdy(x) x\n" : "";
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const char* defns =
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(stage == GPUShaderStage::Vertex) ? "#define dFdx(x) x\n#define dFdy(x) x\n#define discard\n" : "";
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const char* precision = (api == RenderAPI::OpenGLES) ?
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"precision highp float;\nprecision highp int;\nprecision highp sampler2D;\n" :
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"";
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