an #extension directive in the middle of its shaders, which is illegal
in GLSL.
+* Dying Light and Dead Island Definitive Edition redeclare vertex shader
+ built-ins (specifically gl_VertexID), which causes the vertex shaders to fail
+ to compile.
+
TODO: document the other workarounds.
-->
<option name="always_have_depth_buffer" value="true" />
</application>
- <application name="Dead Island" executable="DeadIslandGame">
+ <application name="Dead Island (incl. Definitive Edition)" executable="DeadIslandGame">
<option name="allow_glsl_extension_directive_midshader" value="true" />
+
+ <!-- For the Definitive Edition which shares the same executable name -->
+ <option name="allow_glsl_builtin_variable_redeclaration" value="true" />
+ </application>
+
+ <application name="Dying Light" executable="DyingLightGame">
+ <option name="allow_glsl_builtin_variable_redeclaration" value="true" />
</application>
<application name="Second Life" executable="do-not-directly-run-secondlife-bin">