add glad to load OpenGL extensions
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@@ -290,19 +290,16 @@ void Shader::destroy()
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void Shader::use()
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{
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assert(App::I.is_render_thread());
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glUseProgram(prog);
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}
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void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
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{
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assert(App::I.is_render_thread());
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
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}
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void Shader::u_vec3(kShaderUniform id, const glm::vec3& v)
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{
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assert(App::I.is_render_thread());
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec3 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform3fv(m_umap[id], 1, glm::value_ptr(v));
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@@ -310,7 +307,6 @@ void Shader::u_vec3(kShaderUniform id, const glm::vec3& v)
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void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
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{
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assert(App::I.is_render_thread());
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform2fv(m_umap[id], 1, glm::value_ptr(v));
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@@ -318,14 +314,12 @@ void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
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void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
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{
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assert(App::I.is_render_thread());
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if (m_umap.count(id) == 0)
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LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
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}
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void Shader::u_int(kShaderUniform id, int i)
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{
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assert(App::I.is_render_thread());
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if (m_umap.count(id) == 0)
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LOG("UNIFORM int %d NOT FOUND in shader %d", (int)id, (int)name)
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else
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@@ -333,14 +327,12 @@ void Shader::u_int(kShaderUniform id, int i)
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}
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void Shader::u_float(kShaderUniform id, float f)
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{
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assert(App::I.is_render_thread());
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if (m_umap.count(id) == 0)
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LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform1f(m_umap[id], f);
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}
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GLint Shader::GetAttribLocation(const char* name)
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{
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assert(App::I.is_render_thread());
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return glGetAttribLocation(prog, name);
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}
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