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GL: Bind the textures to the shaders used for drawing.
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@ -524,10 +524,10 @@ void main() {
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in vec2 frag_tex_coord;
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in vec2 frag_tex_coord;
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out vec4 color;
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out vec4 color;
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uniform sampler2D color_texture;
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uniform sampler2D tex[32];
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void main() {
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void main() {
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color = vec4(1.0, 0.0, 1.0, 0.0);
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color = texture(tex[0], frag_tex_coord);
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}
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}
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)";
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)";
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@ -548,6 +548,15 @@ void main() {
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state.draw.shader_program = test_shader.shader.handle;
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state.draw.shader_program = test_shader.shader.handle;
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state.Apply();
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state.Apply();
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for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
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// Set the texture samplers to correspond to different texture units
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std::string uniform_name = "tex[" + std::to_string(texture) + "]";
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GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
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}
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}
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if (has_ARB_separate_shader_objects) {
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if (has_ARB_separate_shader_objects) {
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state.draw.shader_program = 0;
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state.draw.shader_program = 0;
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state.Apply();
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state.Apply();
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