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Shader code cleanup
--HG-- branch : minor
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@@ -39,7 +39,7 @@ namespace opengl
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static const char *getBuiltinAttribName(VertexAttribID attribid)
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{
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const char *name = "";
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Shader::getConstant(attribid, name);
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vertex::getConstant(attribid, name);
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return name;
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}
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@@ -578,7 +578,7 @@ int Mesh::bindAttributeToShaderInput(int attributeindex, const std::string &inpu
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// If the attribute is one of the LOVE-defined ones, use the constant
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// attribute index for it, otherwise query the index from the shader.
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VertexAttribID builtinattrib;
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if (Shader::getConstant(inputname.c_str(), builtinattrib))
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if (vertex::getConstant(inputname.c_str(), builtinattrib))
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attriblocation = (GLint) builtinattrib;
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else if (Shader::current)
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attriblocation = ((Shader *) Shader::current)->getAttribLocation(inputname);
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