Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
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@@ -16,7 +16,6 @@
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#include <Nazara/Renderer/RenderBuffer.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/ShaderProgram.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/TextureSampler.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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@@ -50,7 +49,9 @@ class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique, p
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void SetPass(nzRenderPassType relativeTo, int position, NzDeferredRenderPass* pass);
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static bool Initialize();
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static bool IsSupported();
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static void Uninitialize();
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private:
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bool Resize(const NzVector2ui& dimensions) const;
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