Made emscripten work a bit better
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@ -21,12 +21,11 @@ void RenderManager::init() {
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this->lockSimpleTextured = this->shaderManager.lockShader<SimpleTexturedShader>();
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this->simpleTexturedShader = this->shaderManager.getShader<SimpleTexturedShader>(this->lockSimpleTextured);
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this->lockUIShaderProgram = this->shaderManager.lockShader<UIShader>();
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this->uiShader = this->shaderManager.getShader<UIShader>(this->lockUIShaderProgram);
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this->lockFontShader = this->shaderManager.lockShader<FontShader>();
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this->fontShader = this->shaderManager.getShader<FontShader>(this->lockFontShader);
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// this->lockUIShaderProgram = this->shaderManager.lockShader<UIShader>();
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// this->uiShader = this->shaderManager.getShader<UIShader>(this->lockUIShaderProgram);
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// this->lockFontShader = this->shaderManager.lockShader<FontShader>();
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// this->fontShader = this->shaderManager.getShader<FontShader>(this->lockFontShader);
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this->renderPipeline.init();
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assertNoGLError();
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@ -64,7 +64,7 @@ namespace Dawn {
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*/
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shaderbufferlocation_t getBufferLocationByName(std::string name);
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virtual void compile() = 0;
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virtual void compile() override = 0;
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void bind() override;
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void setParameterBuffer(shaderbufferlocation_t location, shaderbufferslot_t slot);
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void setMatrix(shaderparameter_t parameter, glm::mat4 matrix) override;
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@ -15,7 +15,7 @@ void SimpleTexturedShader::compile() {
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{ "aTexCoord", 1 }
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},
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// Vertex Shader
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"#version 330 core\n"
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"#version 300 es\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTexCoord;\n" +
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@ -91,6 +91,5 @@ void SimpleTexturedShader::compile() {
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this->paramColor = this->getParameterByName("u_Color");
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this->paramTexture = this->getParameterByName("u_Text");
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this->paramHasTexture = this->getParameterByName("u_HasTexture");
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this->bufferRenderPipeline = this->getBufferLocationByName(RenderPipelineShaderBuffer::getShaderUniformName());
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}
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