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Use GLSL #line preprocessor directive instead of manually trying to convert error message lines; flag shader objects for lazy-deletion after linking with program object instead of detaching them immediately (debuggers can now view source code of shader programs)
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@@ -81,7 +81,7 @@ private:
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GLint getUniformLocation(const std::string &name);
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void checkSetUniformError();
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GLuint createShader(const ShaderSource &source);
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void createProgram(const std::vector<GLuint> &shaders);
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void createProgram(const std::vector<GLuint> &shaderids);
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std::vector<ShaderSource> _shadersources; // all shader code attached to this ShaderEffect
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