shader auto reload
This commit is contained in:
14
src/app.cpp
14
src/app.cpp
@@ -505,6 +505,7 @@ void App::update(float dt)
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{
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static std::mutex mutex;
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static float rec_timer = 0.f;
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static float reload_timer = 0.f;
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// avoid multiple threads to update the scene
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std::lock_guard<std::mutex> lock(mutex);
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@@ -524,17 +525,18 @@ void App::update(float dt)
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//glClear(GL_COLOR_BUFFER_BIT);
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//if (!canvas->m_mouse_captured)
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#if _DEBUG && (_WIN32 || __OSX__)
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reload_timer += dt;
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if (reload_timer > 1.0)
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{
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#if _WIN32 || __OSX__
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reload_timer = 0;
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ShaderManager::reload();
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layout.reload();
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#endif
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if (auto* main = layout[main_id])
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{
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main->update(width, height, zoom);
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//stroke->update_controls();
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}
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}
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#endif
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{
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static glm::vec4 color_button_normal{ .1, .1, .1, 1 };
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static glm::vec4 color_button_hlight{ 1, .0, .0, 1 };
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@@ -220,12 +220,15 @@ glm::uint8_t* Asset::read_all()
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void Asset::close()
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{
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#ifdef __ANDROID__
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AAsset_close(m_asset);
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if (m_asset)
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AAsset_close(m_asset);
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m_asset = nullptr;
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#else
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if (m_fp)
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fclose(m_fp);
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if (m_data)
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delete m_data;
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m_data = nullptr;
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m_fp = nullptr;
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#endif
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}
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@@ -19,5 +19,6 @@ public:
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bool open(const char* path);
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uint8_t* read_all();
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void close();
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~Asset() { close(); }
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};
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@@ -7,7 +7,7 @@
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#include <stb/stb_image.h>
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#include <stb/stb_image_write.h>
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#ifdef DEBUG
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#ifdef _DEBUG
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#pragma comment (lib, "libcurl_debug.lib")
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#else
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#pragma comment (lib, "libcurl.lib")
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@@ -162,7 +162,7 @@ bool RTT::create(int width, int height, int tex/* = -1*/, GLint internal_format)
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void RTT::bindFramebuffer()
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{
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#ifdef DEBUG
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#ifdef _DEBUG
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if (bound)
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{
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LOG("framebuffer bound twice!");
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@@ -13,6 +13,10 @@ std::string Shader::read(const std::string& path)
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std::string ret;
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if (a.open(path.c_str()))
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{
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struct stat tmp_info;
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if (stat(path.c_str(), &tmp_info) == 0)
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m_deps[path] = tmp_info;
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std::regex reg_include(R"!(#include "([^"]+)")!");
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std::string data((char*)a.read_all(), a.m_len);
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@@ -105,18 +109,46 @@ bool Shader::load(const std::string& path)
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{
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*sections["vertex"] = SHADER_VERSION + *sections["vertex"];
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*sections["fragment"] = SHADER_VERSION + *sections["fragment"];
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return create(sections["vertex"]->c_str(), sections["fragment"]->c_str());
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if (create(sections["vertex"]->c_str(), sections["fragment"]->c_str()))
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{
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m_path = path;
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return true;
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}
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}
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else
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{
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LOG("could not find [[vertex]] and [[fragment]] sections on %s", path.c_str());
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}
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m_path = path;
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return false;
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}
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bool Shader::reload()
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{
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if (m_path.empty())
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return false;
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bool dirty = false;
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struct stat tmp_info;
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for (auto& d : m_deps)
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{
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if (stat(d.first.c_str(), &tmp_info) != 0)
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continue;
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if (tmp_info.st_mtime > d.second.st_mtime)
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{
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d.second = tmp_info;
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dirty = true;
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}
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}
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if (dirty)
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{
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LOG("reload shader %s", m_path.c_str());
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destroy();
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return load(m_path);
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}
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}
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bool Shader::create(const char* vertex, const char* fragment)
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{
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GLint status;
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@@ -136,7 +168,7 @@ bool Shader::create(const char* vertex, const char* fragment)
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glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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{
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LOG("\nVERTEX SHADER:");
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LOG("\nVERTEX SHADER: %s", m_path.c_str());
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parse_error(infolog, vertex);
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}
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if (status == 0)
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@@ -158,7 +190,7 @@ bool Shader::create(const char* vertex, const char* fragment)
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glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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{
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LOG("\nFRAGMENT SHADER:");
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LOG("\nFRAGMENT SHADER: %s", m_path.c_str());
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parse_error(infolog, fragment);
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}
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if (status == 0)
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@@ -200,7 +232,7 @@ bool Shader::create(const char* vertex, const char* fragment)
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glGetProgramiv(ps, GL_LINK_STATUS, &status);
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glGetProgramInfoLog(ps, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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LOG("LINK SHADER:\n%s", infolog);
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LOG("LINK SHADER: %s\n%s", m_path.c_str(), infolog);
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if (status == 0)
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{
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glDeleteProgram(ps);
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@@ -228,6 +260,18 @@ bool Shader::create(const char* vertex, const char* fragment)
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return true;
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}
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void Shader::destroy()
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{
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if (prog)
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{
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glUseProgram(0);
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glDeleteProgram(prog);
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prog = 0;
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}
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m_umap.clear();
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}
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void Shader::use()
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{
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glUseProgram(prog);
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@@ -282,6 +326,14 @@ bool ShaderManager::load(kShader id, const std::string& path)
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return m_shaders[id].load(path);
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}
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bool ShaderManager::reload()
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{
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bool success = true;
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for (auto& s : m_shaders)
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success &= s.second.reload();
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return success;
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}
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bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
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{
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m_shaders[id].name = id;
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@@ -74,6 +74,7 @@ enum class kShader : uint16_t
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class Shader
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{
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std::map<std::string, struct stat> m_deps;
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std::string m_path;
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std::map<kShaderUniform, GLuint> m_umap;
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GLuint prog;
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@@ -82,7 +83,9 @@ public:
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kShader name;
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void parse_error(const char* msg, const char* 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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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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void u_vec3(kShaderUniform id, const glm::vec3& v);
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@@ -100,6 +103,7 @@ class ShaderManager
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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 void use(kShader id);
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static void use(const char* name);
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