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Never detach shaders as some drivers may have broken semantics. May help #6294
(you're supposed to be able to detach them after link)
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@@ -109,13 +109,6 @@ LinkedShader::LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTrans
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glLinkProgram(program);
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// Detaching shaders is annoying when debugging with gDebugger
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// so let's not do that on Windows.
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#ifdef USING_GLES2
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glDetachShader(program, vs->shader);
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glDetachShader(program, fs->shader);
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#endif
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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