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Always take the first destination image + comment
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@ -330,13 +330,8 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
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copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
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// Set the destination texture size.
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var dw, dh int
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for _, dst := range dsts {
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if dst != nil {
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dw, dh = dst.InternalSize()
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break
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}
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}
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// The number of destination images is always 1 but this might change in the future.
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dw, dh := dsts[0].InternalSize()
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uniforms[0] = math.Float32bits(float32(dw))
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uniforms[1] = math.Float32bits(float32(dh))
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uniformIndex := 2
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