218 lines
5.6 KiB
C++
218 lines
5.6 KiB
C++
#include "pch.h"
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#include "log.h"
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#include "shader.h"
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std::map<kShader, Shader> ShaderManager::m_shaders;
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Shader* ShaderManager::m_current;
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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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static char infolog[4096];
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int infolen;
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const GLchar* source;
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auto vs = glCreateShader(GL_VERTEX_SHADER);
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if (!vs)
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{
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return false;
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}
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source = vertex;
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glShaderSource(vs, 1, &source, nullptr);
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glCompileShader(vs);
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glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
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glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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LOG("VERTEX SHADER:\n%s", infolog);
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if (status == 0)
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{
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glDeleteShader(vs);
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return false;
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}
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auto fs = glCreateShader(GL_FRAGMENT_SHADER);
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if (!fs)
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{
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glDeleteShader(vs);
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return false;
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}
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source = fragment;
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glShaderSource(fs, 1, &source, nullptr);
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glCompileShader(fs);
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glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
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glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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LOG("FRAGMENT SHADER:\n%s", infolog);
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if (status == 0)
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{
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glDeleteShader(vs);
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glDeleteShader(fs);
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return false;
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}
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auto ps = glCreateProgram();
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if (!ps)
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{
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glDeleteShader(vs);
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glDeleteShader(fs);
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return false;
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}
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glAttachShader(ps, vs);
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glAttachShader(ps, fs);
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glDeleteShader(vs);
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glDeleteShader(fs);
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glLinkProgram(ps);
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if (glGetAttribLocation(ps, "pos") != -1)
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glBindAttribLocation(ps, 0, "pos");
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if (glGetAttribLocation(ps, "uvs") != -1)
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glBindAttribLocation(ps, 1, "uvs");
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if (glGetAttribLocation(ps, "uvs2") != -1)
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glBindAttribLocation(ps, 2, "uvs2");
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if (glGetAttribLocation(ps, "col") != -1)
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glBindAttribLocation(ps, 3, "col");
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if (glGetAttribLocation(ps, "nor") != -1)
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glBindAttribLocation(ps, 3, "nor");
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glLinkProgram(ps);
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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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if (status == 0)
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{
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glDeleteProgram(ps);
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return false;
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}
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// Parse shader uniforms
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{
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GLint count;
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GLint size; // size of the variable
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GLenum type; // type of the variable (float, vec3 or mat4, etc)
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const GLsizei bufSize = 16; // maximum name length
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GLchar name[bufSize]; // variable name in GLSL
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GLsizei length; // name length
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glGetProgramiv(ps, GL_ACTIVE_UNIFORMS, &count);
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for (int i = 0; i < count; i++)
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{
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glGetActiveUniform(ps, (GLuint)i, bufSize, &length, &size, &type, name);
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m_umap[(kShaderUniform)const_hash(name)] = glGetUniformLocation(ps, name);
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//printf("Uniform #%d Type: %u Name: %s Loc: %d\n", i, type, name, glGetUniformLocation(ps, name));
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}
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}
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prog = ps;
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return true;
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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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}
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void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
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{
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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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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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}
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void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
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{
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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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}
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void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
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{
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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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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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glUniform1i(m_umap[id], 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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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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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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m_shaders[id].name = id;
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return m_shaders[id].create(vertex, fragment);
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}
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void ShaderManager::use(kShader id)
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{
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m_current = &m_shaders[id];
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m_current->use();
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}
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void ShaderManager::use(const char* name)
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{
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m_current = &m_shaders[(kShader)const_hash(name)];
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m_current->use();
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}
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void ShaderManager::u_vec4(kShaderUniform id, const glm::vec4& v)
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{
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m_current->u_vec4(id, v);
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}
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void ShaderManager::u_vec3(kShaderUniform id, const glm::vec3& v)
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{
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m_current->u_vec3(id, v);
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}
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void ShaderManager::u_vec2(kShaderUniform id, const glm::vec2& v)
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{
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m_current->u_vec2(id, v);
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}
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void ShaderManager::u_mat4(kShaderUniform id, const glm::mat4& m)
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{
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m_current->u_mat4(id, m);
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}
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void ShaderManager::u_int(kShaderUniform id, int i)
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{
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m_current->u_int(id, i);
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}
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Shader* ShaderManager::get(kShader id)
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{
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auto it = m_shaders.find(id);
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return (it == m_shaders.end()) ? nullptr : &it->second;
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}
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void ShaderManager::u_float(kShaderUniform id, float f)
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{
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m_current->u_float(id, f);
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}
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void ShaderManager::invalidate()
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{
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m_shaders.clear();
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}
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