update UTI, remove blur from CompDraw mask
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@@ -88,10 +88,10 @@ class Shader
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std::string read(const std::string& path);
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public:
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kShader name;
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void parse_error(const char* msg, const char* code);
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void parse_error(const std::string& msg, const std::string& code);
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bool load(const std::string& path);
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bool reload();
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bool create(const char* vertex, const char* fragment);
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bool create(const std::string& vertex, const std::string& fragment);
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void destroy();
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void use();
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void u_vec4(kShaderUniform id, const glm::vec4& v);
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@@ -99,6 +99,7 @@ public:
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void u_vec2(kShaderUniform id, const glm::vec2& v);
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void u_mat4(kShaderUniform id, const glm::mat4& m);
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void u_int(kShaderUniform id, int i);
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void u_int(const char* name, int i);
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void u_float(kShaderUniform id, float f);
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GLint GetAttribLocation(const char* name);
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};
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@@ -111,7 +112,7 @@ public:
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static bool ext_framebuffer_fetch;
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static bool load(kShader id, const std::string& path);
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static bool reload();
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static bool create(kShader id, const char* vertex, const char* fragment);
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static bool create(kShader id, const std::string& vertex, const std::string& fragment);
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static void use(kShader id);
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static void use(const char* name);
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static Shader* get(kShader id);
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@@ -120,6 +121,7 @@ public:
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static void u_vec2(kShaderUniform id, const glm::vec2& v);
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static void u_mat4(kShaderUniform id, const glm::mat4& m);
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static void u_int(kShaderUniform id, int i);
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static void u_int(const char* name, int i);
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static void u_float(kShaderUniform id, float f);
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static void invalidate();
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};
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