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gl_shader_manager: Implement SetShaderSamplerBindings.
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@ -38,6 +38,14 @@ void SetShaderSamplerBindings(GLuint shader) {
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cur_state.Apply();
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cur_state.Apply();
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// Set the texture samplers to correspond to different texture units
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// Set the texture samplers to correspond to different texture units
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for (u32 texture = 0; texture < 32; ++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(shader, 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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cur_state.draw.shader_program = old_program;
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cur_state.draw.shader_program = old_program;
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cur_state.Apply();
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cur_state.Apply();
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