Added ShaderUniform (Faster GetUniformLocation)
Former-commit-id: c8a01eccde07fc3b2aac46c5b974f8406ad949f0
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@@ -1451,13 +1451,13 @@ bool NzRenderer::EnsureStateUpdate()
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shaderImpl->BindTextures();
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// Récupération des indices des variables uniformes (-1 si la variable n'existe pas)
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s_matrixLocation[nzMatrixType_Projection] = shaderImpl->GetUniformLocation("ProjMatrix");
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s_matrixLocation[nzMatrixType_View] = shaderImpl->GetUniformLocation("ViewMatrix");
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s_matrixLocation[nzMatrixType_World] = shaderImpl->GetUniformLocation("WorldMatrix");
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s_matrixLocation[nzMatrixType_Projection] = shaderImpl->GetUniformLocation(nzShaderUniform_ProjMatrix);
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s_matrixLocation[nzMatrixType_View] = shaderImpl->GetUniformLocation(nzShaderUniform_ViewMatrix);
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s_matrixLocation[nzMatrixType_World] = shaderImpl->GetUniformLocation(nzShaderUniform_WorldMatrix);
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s_matrixLocation[nzMatrixCombination_ViewProj] = shaderImpl->GetUniformLocation("ViewProjMatrix");
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s_matrixLocation[nzMatrixCombination_WorldView] = shaderImpl->GetUniformLocation("WorldViewMatrix");
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s_matrixLocation[nzMatrixCombination_WorldViewProj] = shaderImpl->GetUniformLocation("WorldViewProjMatrix");
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s_matrixLocation[nzMatrixCombination_ViewProj] = shaderImpl->GetUniformLocation(nzShaderUniform_ViewProjMatrix);
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s_matrixLocation[nzMatrixCombination_WorldView] = shaderImpl->GetUniformLocation(nzShaderUniform_WorldViewMatrix);
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s_matrixLocation[nzMatrixCombination_WorldViewProj] = shaderImpl->GetUniformLocation(nzShaderUniform_WorldViewProjMatrix);
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s_updateFlags |= Update_Matrices;
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for (unsigned int i = 0; i < totalMatrixCount; ++i)
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