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Add internal support for tesselation control and evaluation shaders (not that they'll ever be used), now that GLee has definitions for them
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@@ -97,8 +97,16 @@ GLuint ShaderEffect::createShader(const ShaderSource &source)
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shadertype = GL_VERTEX_SHADER;
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shadertype = GL_VERTEX_SHADER;
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shadertypename = "vertex";
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shadertypename = "vertex";
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break;
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break;
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case TYPE_TESSCONTROL:
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shadertype = GL_TESS_CONTROL_SHADER;
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shadertypename = "tesselation control";
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break;
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case TYPE_TESSEVAL:
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shadertype = GL_TESS_EVALUATION_SHADER;
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shadertypename = "tesselation evaluation";
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break;
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case TYPE_GEOMETRY:
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case TYPE_GEOMETRY:
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shadertype = GL_GEOMETRY_SHADER_ARB;
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shadertype = GL_GEOMETRY_SHADER;
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shadertypename = "geometry";
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shadertypename = "geometry";
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break;
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break;
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case TYPE_FRAGMENT:
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case TYPE_FRAGMENT:
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