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https://github.com/gnif/LookingGlass.git
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[client] egl: refactor to use project naming standard
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@@ -32,7 +32,7 @@ struct EGL_Shader
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GLuint shader;
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};
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bool egl_shader_init(EGL_Shader ** this)
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bool egl_shaderInit(EGL_Shader ** this)
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{
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*this = (EGL_Shader *)malloc(sizeof(EGL_Shader));
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if (!*this)
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@@ -45,7 +45,7 @@ bool egl_shader_init(EGL_Shader ** this)
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return true;
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}
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void egl_shader_free(EGL_Shader ** this)
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void egl_shaderFree(EGL_Shader ** this)
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{
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if (!*this)
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return;
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@@ -57,7 +57,7 @@ void egl_shader_free(EGL_Shader ** this)
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*this = NULL;
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}
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bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
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bool egl_shaderLoad(EGL_Shader * this, const char * vertex_file, const char * fragment_file)
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{
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char * vertex_code, * fragment_code;
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size_t vertex_size, fragment_size;
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@@ -79,13 +79,14 @@ bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * f
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DEBUG_INFO("Loaded fragment shader: %s", fragment_file);
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bool ret = egl_shader_compile(this, vertex_code, vertex_size, fragment_code, fragment_size);
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bool ret = egl_shaderCompile(this, vertex_code, vertex_size, fragment_code, fragment_size);
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free(vertex_code);
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free(fragment_code);
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return ret;
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}
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bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size)
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bool egl_shaderCompile(EGL_Shader * this, const char * vertex_code,
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size_t vertex_size, const char * fragment_code, size_t fragment_size)
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{
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if (this->hasShader)
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{
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@@ -186,7 +187,7 @@ bool egl_shader_compile(EGL_Shader * this, const char * vertex_code, size_t vert
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return true;
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}
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void egl_shader_use(EGL_Shader * this)
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void egl_shaderUse(EGL_Shader * this)
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{
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if (this->hasShader)
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glUseProgram(this->shader);
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@@ -194,7 +195,7 @@ void egl_shader_use(EGL_Shader * this)
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DEBUG_ERROR("Shader program has not been compiled");
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}
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void egl_shader_associate_textures(EGL_Shader * this, const int count)
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void egl_shaderAssocTextures(EGL_Shader * this, const int count)
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{
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char name[] = "sampler1";
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glUseProgram(this->shader);
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@@ -212,7 +213,7 @@ void egl_shader_associate_textures(EGL_Shader * this, const int count)
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glUseProgram(0);
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}
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GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
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GLint egl_shaderGetUniform(EGL_Shader * this, const char * name)
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{
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if (!this->shader)
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{
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