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@ -110,7 +110,7 @@ we were passing an insane amount of attributes and varyings to deal with this be
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The way the old shader system deals with limits is quite naive.
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The way the old shader system deals with limits is quite naive.
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There is a hard limit of 8 when referencing other passes and older frames.
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There is a hard limit of 8 when referencing other passes and older frames.
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There is no reason why we should have arbitrary limits like these.
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There is no reason why we should have arbitrary limits like these.
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Part of the reason is C where dealing with dynamic memory is more painful than is should be so it was easier to take the lazy way out.
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Part of the reason is C where dealing with dynamic memory is more painful than it should be so it was easier to take the lazy way out.
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#### Tacked on format handling
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#### Tacked on format handling
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