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[client] egl: refactor to use project naming standard
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@@ -27,12 +27,17 @@
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typedef struct EGL_Shader EGL_Shader;
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bool egl_shader_init(EGL_Shader ** shader);
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void egl_shader_free(EGL_Shader ** shader);
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bool egl_shaderInit(EGL_Shader ** shader);
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void egl_shaderFree(EGL_Shader ** shader);
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bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file);
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bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
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void egl_shader_use (EGL_Shader * shader);
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bool egl_shaderLoad(EGL_Shader * model, const char * vertex_file,
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const char * fragment_file);
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void egl_shader_associate_textures(EGL_Shader * shader, const int count);
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GLint egl_shader_get_uniform_location(EGL_Shader * shader, const char * name);
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bool egl_shaderCompile(EGL_Shader * model, const char * vertex_code,
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size_t vertex_size, const char * fragment_code, size_t fragment_size);
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void egl_shaderUse(EGL_Shader * shader);
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void egl_shaderAssocTextures(EGL_Shader * shader, const int count);
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GLint egl_shaderGetUniform(EGL_Shader * shader, const char * name);
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