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GLES: Allow hwtess for GL 3.1 w/o shader4.
gl_InstanceID was added to core in 3.1, so we don't need gpu_shader4.
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2 changed files with 2 additions and 2 deletions
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@ -299,7 +299,7 @@ void GPU_GLES::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_ANISOTROPY;
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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@ -94,7 +94,7 @@ bool CheckSupportInstancedTessellationGLES() {
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bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation
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bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4;
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bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
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bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
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bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float;
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