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Minor tweaks, balanced disable/enable clientstate calls in SpriteBatches
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@@ -452,23 +452,23 @@ int w_newShaderEffect(lua_State *L)
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// call effectCodeToGLSL, returned values will be at the top of the stack
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lua_pcall(L, 2, 2, 0);
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ShaderEffect::ShaderSources shadersources;
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ShaderEffect::ShaderSources sources;
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// vertex shader code
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if (lua_isstring(L, -2))
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{
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std::string vertcode(luaL_checkstring(L, -2));
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shadersources[ShaderEffect::TYPE_VERTEX] = vertcode;
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sources[ShaderEffect::TYPE_VERTEX] = vertcode;
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}
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// fragment shader code
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if (lua_isstring(L, -1))
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{
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std::string fragcode(luaL_checkstring(L, -1));
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shadersources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
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sources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
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}
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ShaderEffect *effect = instance->newShaderEffect(shadersources);
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ShaderEffect *effect = instance->newShaderEffect(sources);
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luax_newtype(L, "ShaderEffect", GRAPHICS_SHADEREFFECT_T, (void *)effect);
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}
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catch(const love::Exception &e)
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