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Prove that INPUT_PHASE_LINKED_LUMINANCE8 isn't yet correct.
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@@ -227,7 +227,7 @@ using namespace Outputs::Display::OpenGL;
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CompositionShader::CompositionShader() {
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const auto prefix =
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std::string() +
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"#define INPUT_LUMINANCE1\n" +
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"#define INPUT_PHASE_LINKED_LUMINANCE8\n" +
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"#define OUTPUT_COMPOSITE\n";
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const auto vertex = prefix + vertex_shader;
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@@ -53,10 +53,10 @@ GLuint Shader::compile_shader(const std::string &source, const GLenum type) {
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}
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test_gl(glCompileShader, shader);
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if constexpr (Logger::ErrorsEnabled) {
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GLint is_compiled = 0;
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test_gl(glGetShaderiv, shader, GL_COMPILE_STATUS, &is_compiled);
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if(is_compiled == GL_FALSE) {
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GLint is_compiled = 0;
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test_gl(glGetShaderiv, shader, GL_COMPILE_STATUS, &is_compiled);
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if(is_compiled == GL_FALSE) {
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if constexpr (Logger::ErrorsEnabled) {
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Logger::error().append("Failed to compile: %s", source.c_str());
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GLint log_length;
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test_gl(glGetShaderiv, shader, GL_INFO_LOG_LENGTH, &log_length);
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@@ -66,9 +66,9 @@ GLuint Shader::compile_shader(const std::string &source, const GLenum type) {
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test_gl(glGetShaderInfoLog, shader, log_length, &log_length, log.data());
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Logger::error().append("Compile log: %s", log.data());
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}
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throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
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}
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throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
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}
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return shader;
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