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@ -587,7 +587,6 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
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case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
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case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
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case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
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case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
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}
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}
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bind._type = Shader::SPT_int;
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bind._arg = InternalName::make(param_name);
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bind._arg = InternalName::make(param_name);
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bind._dim[0] = 1;
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bind._dim[0] = 1;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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@ -666,23 +665,6 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
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case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
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case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
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case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
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case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
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}
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}
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switch (param_type) {
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case GL_BOOL:
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case GL_BOOL_VEC2:
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case GL_BOOL_VEC3:
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case GL_BOOL_VEC4:
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bind._type = Shader::SPT_unknown;
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break;
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case GL_INT:
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case GL_INT_VEC2:
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case GL_INT_VEC3:
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case GL_INT_VEC4:
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bind._type = Shader::SPT_int;
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break;
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default:
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bind._type = Shader::SPT_float;
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break;
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}
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bind._arg = InternalName::make(param_name);
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bind._arg = InternalName::make(param_name);
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bind._dim[0] = param_size;
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bind._dim[0] = param_size;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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