implement instanced drawing
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@@ -124,7 +124,10 @@ void Shader::u_float(kShaderUniform id, float f)
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{
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glUniform1f(m_umap[id], f);
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}
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GLint ui::Shader::GetAttribLocation(const char* name)
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{
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return glGetAttribLocation(prog, name);
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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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return m_shaders[id].create(vertex, fragment);
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