PostProcessing: Fix for Metal renderer
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@ -176,6 +176,7 @@ bool PostProcessing::GLSLShader::Apply(GPUTexture* input, GPUFramebuffer* final_
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g_gpu_device->SetPipeline(m_pipeline.get());
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g_gpu_device->SetTextureSampler(0, input, m_sampler.get());
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g_gpu_device->SetViewportAndScissor(final_left, final_top, final_width, final_height);
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const u32 uniforms_size = GetUniformsSize();
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void* uniforms = g_gpu_device->MapUniformBuffer(uniforms_size);
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@ -377,7 +378,7 @@ static float4 o_col0;
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{
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if (m_use_glsl_interface_blocks)
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{
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if (IsVulkan())
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if (IsVulkan() || IsMetal())
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ss << "layout(location = 0) ";
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ss << "in VertexData {\n";
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