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ShaderEffects now take a dynamically sized list of source codes instead of one vertex and one fragment shader string
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@@ -271,7 +271,7 @@ public:
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Canvas *newCanvas(int width, int height, Canvas::TextureType texture_type = Canvas::TYPE_NORMAL);
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ShaderEffect *newShaderEffect(const std::string &vertcode, const std::string &fragcode);
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ShaderEffect *newShaderEffect(const std::vector<ShaderEffect::ShaderSource> shadersources);
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/**
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* Sets the foreground color.
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