Writing a few more asserts.
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@ -87,6 +87,7 @@ void standardShaderSetTexture(standardshader_t *stds, texture_t *texture) {
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ASSERT_NOT_NULL(texture);
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if(!assetManagerItemIsFinished(stds->shaderProgram)) return;
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textureBind(texture, 0);
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shaderUseTexture(STANDARD_SHADER_SHADER(stds), stds->uniformTexture, 0);
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}
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@ -35,10 +35,57 @@ typedef struct {
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shaderuniform_t uniformColor;
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} standardshader_t;
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/**
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* Initialize the standard shader.
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*
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* @param stds Standard Shader Instance.
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* @param assetManager Asset Manager to load the shaders' assets.
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*/
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void standardShaderInit(standardshader_t *stds, assetmanager_t *assetManager);
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/**
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* Bind the standard shader as the currently active shader.
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*
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* @param stds Standard shader to bind.
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*/
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void standardShaderUse(standardshader_t *stds);
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/**
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* Set the camera for the standard shader.
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*
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* @param stds Standard shader instance.
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* @param camera Camera to bind.
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*/
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void standardShaderSetCamera(standardshader_t *stds, camera_t *camera);
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/**
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* Set the texture for the standard shader.
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*
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* @param stds Standard shader instance.
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* @param texture Texture to bind.
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*/
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void standardShaderSetTexture(standardshader_t *stds, texture_t *texture);
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/**
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* Set the color for the standard shader.
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*
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* @param stds Standard shader instance.
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* @param color Color to bind.
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*/
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void standardShaderSetColor(standardshader_t *stds, pixel_t color);
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/**
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* Set the position matrix for the standard shader.
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*
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* @param stds Standard shader to use.
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* @param matrix Matrix to use.
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*/
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void standardShaderSetPosition(standardshader_t *stds, matrix_t *matrix);
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/**
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* Dispose/cleanup the standard shader.
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*
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* @param stds Standard shader instance.
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* @param assMan Asset manager instance.
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*/
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void standardShaderDispose(standardshader_t *stds, assetmanager_t *assMan);
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