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@@ -120,7 +120,6 @@ when GL_DEBUG {
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}
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}
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// Compiling shaders are identical for any shader (vertex, geometry, fragment, tesselation, (maybe compute too))
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// Compiling shaders are identical for any shader (vertex, geometry, fragment, tesselation, (maybe compute too))
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-@private
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compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type) -> (shader_id: u32, ok: bool) {
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compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type) -> (shader_id: u32, ok: bool) {
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shader_id = CreateShader(cast(u32)shader_type)
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shader_id = CreateShader(cast(u32)shader_type)
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length := i32(len(shader_data))
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length := i32(len(shader_data))
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@@ -134,7 +133,6 @@ compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type
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}
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}
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// only used once, but I'd just make a subprocedure(?) for consistency
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// only used once, but I'd just make a subprocedure(?) for consistency
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-@private
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create_and_link_program :: proc(shader_ids: []u32, binary_retrievable := false) -> (program_id: u32, ok: bool) {
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create_and_link_program :: proc(shader_ids: []u32, binary_retrievable := false) -> (program_id: u32, ok: bool) {
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program_id = CreateProgram()
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program_id = CreateProgram()
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for id in shader_ids {
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for id in shader_ids {
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