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Add pipeline_bokeh to shader_glsl.c
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@ -1,6 +1,6 @@
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#include "shaders_common.h"
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static const char* stock_fragment_xmb_snow = GLSL(
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static const char* stock_fragment_xmb_bokeh = GLSL(
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uniform float time;
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uniform vec2 OutputSize;
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@ -129,6 +129,7 @@ static const char *glsl_prefixes[] = {
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#include "../drivers/gl_shaders/legacy_pipeline_xmb_ribbon.glsl.vert.h"
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#include "../drivers/gl_shaders/modern_pipeline_xmb_ribbon.glsl.vert.h"
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#include "../drivers/gl_shaders/pipeline_xmb_ribbon.glsl.frag.h"
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#include "../drivers/gl_shaders/pipeline_bokeh.glsl.frag.h"
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#endif
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typedef struct glsl_shader_data
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