Skip particle-glow vbo logic if shaders aren't enabled.
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@@ -717,7 +717,7 @@ void LLVOPartGroup::getGeometry(S32 idx,
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*colorsp++ = color;
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//Only add emissive attributes if glowing (doing it for all particles is INCREDIBLY inefficient as it leads to a second, slower, render pass.)
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if (pglow.mV[3] > F_ALMOST_ZERO || part.mGlow.mV[3] > F_ALMOST_ZERO)
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if (gPipeline.canUseVertexShaders() && (pglow.mV[3] > 0 || part.mGlow.mV[3] > 0))
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{ //only write glow if it is not zero
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*emissivep++ = pglow;
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*emissivep++ = pglow;
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