transient.textures = compiler.get_texture_bindings();
transient.blocks = compiler.get_uniform_block_bindings();
+
+ ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+ rd.n_clip_distances = compiler.get_n_clip_distances();
}
void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)