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DrawContext: Use uniform buffers on all platforms (simulated where necessary)
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@@ -596,12 +596,12 @@ void NativeInitGraphics(GraphicsContext *graphicsContext) {
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PipelineDesc colorDesc{
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Primitive::TRIANGLE_LIST,
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{ g_draw->GetVshaderPreset(VS_COLOR_2D), g_draw->GetFshaderPreset(FS_COLOR_2D) },
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inputLayout, depth, blendNormal, rasterNoCull
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inputLayout, depth, blendNormal, rasterNoCull, &vsColBufDesc,
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};
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PipelineDesc texColorDesc{
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Primitive::TRIANGLE_LIST,
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{ g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
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inputLayout, depth, blendNormal, rasterNoCull
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inputLayout, depth, blendNormal, rasterNoCull, &vsTexColBufDesc,
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};
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colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc);
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