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[client/common] restructure project in prep for full SDL removal
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@@ -19,7 +19,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "shader.h"
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#include "common/debug.h"
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#include "utils.h"
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#include "util.h"
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#include <stdlib.h>
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#include <string.h>
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@@ -63,7 +63,7 @@ bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * f
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char * vertex_code, * fragment_code;
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size_t vertex_size, fragment_size;
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if (!file_get_contents(vertex_file, &vertex_code, &vertex_size))
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if (!util_fileGetContents(vertex_file, &vertex_code, &vertex_size))
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{
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DEBUG_ERROR("Failed to read vertex shader");
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return false;
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@@ -71,7 +71,7 @@ bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * f
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DEBUG_INFO("Loaded vertex shader: %s", vertex_file);
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if (!file_get_contents(fragment_file, &fragment_code, &fragment_size))
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if (!util_fileGetContents(fragment_file, &fragment_code, &fragment_size))
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{
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DEBUG_ERROR("Failed to read fragment shader");
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free(vertex_code);
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@@ -222,4 +222,4 @@ GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
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}
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return glGetUniformLocation(this->shader, name);
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}
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}
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