Always updating in use shader.
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@@ -143,10 +143,10 @@ linkprogram(GLint vs, GLint fs, GLuint *program, bool is_2d)
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char *log;
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char *log;
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prog = glCreateProgram();
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prog = glCreateProgram();
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glAttachShader(prog, vs);
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glAttachShader(prog, fs);
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int stride = 0;
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int stride = 0;
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int pos_size = is_2d ? 4 : 3;
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int pos_size = is_2d ? 4 : 3;
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stride += vglBindPackedAttribLocation(prog, "in_pos" , pos_size, GL_FLOAT, stride, stride + sizeof(float) * pos_size) * (sizeof(float) * pos_size);
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stride += vglBindPackedAttribLocation(prog, "in_pos" , pos_size, GL_FLOAT, stride, stride + sizeof(float) * pos_size) * (sizeof(float) * pos_size);
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@@ -155,7 +155,7 @@ linkprogram(GLint vs, GLint fs, GLuint *program, bool is_2d)
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stride += vglBindPackedAttribLocation(prog, "in_tex0" , 2, GL_FLOAT, stride, stride + sizeof(float) * 2) * (sizeof(float) * 2);
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stride += vglBindPackedAttribLocation(prog, "in_tex0" , 2, GL_FLOAT, stride, stride + sizeof(float) * 2) * (sizeof(float) * 2);
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stride += vglBindPackedAttribLocation(prog, "in_weights", 4, GL_FLOAT, stride, stride + sizeof(float) * 4) * (sizeof(float) * 4);
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stride += vglBindPackedAttribLocation(prog, "in_weights", 4, GL_FLOAT, stride, stride + sizeof(float) * 4) * (sizeof(float) * 4);
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vglBindPackedAttribLocation(prog, "in_indices", 4, GL_UNSIGNED_BYTE, stride, stride + 4);
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vglBindPackedAttribLocation(prog, "in_indices", 4, GL_UNSIGNED_BYTE, stride, stride + 4);
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glLinkProgram(prog);
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glLinkProgram(prog);
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*program = prog;
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*program = prog;
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@@ -235,10 +235,10 @@ Shader::create(const char **vsrc, const char **fsrc, bool is_2d)
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void
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void
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Shader::use(void)
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Shader::use(void)
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{
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{
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if(currentShader != this){
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//if(currentShader != this){
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glUseProgram(this->program);
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glUseProgram(this->program);
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currentShader = this;
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currentShader = this;
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}
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//}
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}
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}
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void
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void
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