Use discard syntax
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@@ -174,7 +174,7 @@ namespace OpenRA.Platforms.Default
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// This is not necessary on macOS, which defines window sizes in effective units ("points").
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if (Platform.CurrentPlatform == PlatformType.Windows)
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{
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if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out var hdpi, out var vdpi) == 0)
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if (SDL.SDL_GetDisplayDPI(videoDisplay, out var ddpi, out _, out _) == 0)
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windowScale = ddpi / 96;
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}
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else if (Platform.CurrentPlatform != PlatformType.OSX)
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@@ -57,7 +57,7 @@ namespace OpenRA.Platforms.Default
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{
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OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out var len);
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var log = new StringBuilder(len);
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OpenGL.glGetShaderInfoLog(shader, len, out var length, log);
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OpenGL.glGetShaderInfoLog(shader, len, out _, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
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@@ -104,7 +104,7 @@ namespace OpenRA.Platforms.Default
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OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out var len);
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var log = new StringBuilder(len);
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OpenGL.glGetProgramInfoLog(program, len, out var length, log);
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OpenGL.glGetProgramInfoLog(program, len, out _, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
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}
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@@ -120,7 +120,7 @@ namespace OpenRA.Platforms.Default
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for (var i = 0; i < numUniforms; i++)
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{
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var sb = new StringBuilder(128);
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OpenGL.glGetActiveUniform(program, i, 128, out var length, out var size, out var type, sb);
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OpenGL.glGetActiveUniform(program, i, 128, out _, out _, out var type, sb);
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var sampler = sb.ToString();
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OpenGL.CheckGLError();
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