Technically refactored.
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@@ -24,7 +24,7 @@ typedef GLuint shaderuniform_t;
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*/
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typedef struct {
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/** Pointer to an uploaded vertex shader program */
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shaderuniform_t shaderVertex;
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GLuint shaderVertex;
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/** Pointer to an uploaded fragment shader program */
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GLuint shaderFrag;
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@@ -65,6 +65,19 @@ void shaderInit(shader_t *shader,
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*/
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shaderuniform_t shaderGetUniform(shader_t *shader, char *name);
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/**
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* Return an array of shaderuniform_t's into an array for a given string array.
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*
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* @param shader Shader to get the uniforms from.
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* @param uniformSet Uniform array to get.
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* @param uniforms Uniform strings to get.
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* @param uniformCount Count of uniforms you're getting.
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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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/**
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* Cleanup and unload a previously loaded shader.
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* @param shader The shader to unload
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@@ -77,8 +90,6 @@ void shaderDispose(shader_t *shader);
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*/
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void shaderUse(shader_t *shader);
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/**
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* Attaches a texture to the shader.
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*
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