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there we go, opengl support is back.
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Shaders/Penetration.cginc

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@@ -15,7 +15,7 @@ struct CatmullSplineData {
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// But this was the most convienient way I could think of for the programming side of things.
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#pragma target 5.0
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#if (SHADER_TARGET < 50 && (defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN))) || (SHADER_TARGET>=50 && !defined(SHADER_API_D3D11_9X))
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#if (defined(UNITY_COMPILER_CG) && (defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)) || !defined(UNITY_COMPILER_CG) && !defined(SHADER_API_D3D11_9X))
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StructuredBuffer<CatmullSplineData> _CatmullSplines;
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#else
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CatmullSplineData _CatmullSplines[4];
@@ -220,7 +220,7 @@ struct PenetratorData {
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int holeSubCurveCount;
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};
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#if (SHADER_TARGET < 50 && (defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN))) || (SHADER_TARGET>=50 && !defined(SHADER_API_D3D11_9X))
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#if (defined(UNITY_COMPILER_CG) && (defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)) || !defined(UNITY_COMPILER_CG) && !defined(SHADER_API_D3D11_9X))
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StructuredBuffer<PenetratorData> _PenetratorData;
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#else
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PenetratorData _PenetratorData[4];

package.json

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@@ -1,7 +1,7 @@
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{
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"name": "com.naelstrof.penetrationtech",
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"displayName": "Penetration Tech",
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"version": "3.7.4",
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"version": "3.7.5",
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"unity": "2020.3",
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"comment": "You can install serialized-reference-ui from this git url: https://github.com/TextusGames/UnitySerializedReferenceUI.git",
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"dependencies": {

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