Technically refactored.
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@@ -100,7 +100,17 @@ shaderuniform_t shaderGetUniform(shader_t *shader, char *name) {
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for(i = 0; i < shader->uniformCount; i++) {
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if(strcmp(shader->uniformNames[i], name) == 0) return i;
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}
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return (shaderuniform_t)-1;
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return (shaderuniform_t)0xFFFFFFFF;
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}
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void shaderGetUniformArray(
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shader_t *shader, shaderuniform_t *uniformSet,
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char **uniforms, int32_t uniformCount
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) {
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int32_t i;
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for(i = 0; i < uniformCount; i++) {
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uniformSet[i] = shaderGetUniform(shader, uniforms[i]);
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}
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}
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void shaderDispose(shader_t *shader) {
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@@ -183,4 +193,4 @@ void shaderUseCamera(
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) {
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shaderUseMatrix(shader, uniformView, &camera->view);
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shaderUseMatrix(shader, uniformProjection, &camera->projection);
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}
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}
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