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@@ -300,7 +300,7 @@ bool NzShader::Lock()
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return m_impl->Lock();
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}
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bool NzShader::SendBoolean(int location, bool value)
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bool NzShader::SendBoolean(int location, bool value) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -319,7 +319,7 @@ bool NzShader::SendBoolean(int location, bool value)
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return m_impl->SendBoolean(location, value);
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}
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bool NzShader::SendColor(int location, const NzColor& color)
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bool NzShader::SendColor(int location, const NzColor& color) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -338,7 +338,7 @@ bool NzShader::SendColor(int location, const NzColor& color)
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return m_impl->SendColor(location, color);
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}
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bool NzShader::SendDouble(int location, double value)
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bool NzShader::SendDouble(int location, double value) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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@@ -363,7 +363,7 @@ bool NzShader::SendDouble(int location, double value)
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return m_impl->SendDouble(location, value);
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}
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bool NzShader::SendFloat(int location, float value)
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bool NzShader::SendFloat(int location, float value) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -382,7 +382,7 @@ bool NzShader::SendFloat(int location, float value)
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return m_impl->SendFloat(location, value);
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}
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bool NzShader::SendInteger(int location, int value)
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bool NzShader::SendInteger(int location, int value) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -401,7 +401,7 @@ bool NzShader::SendInteger(int location, int value)
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return m_impl->SendInteger(location, value);
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}
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bool NzShader::SendMatrix(int location, const NzMatrix4d& matrix)
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bool NzShader::SendMatrix(int location, const NzMatrix4d& matrix) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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@@ -426,7 +426,7 @@ bool NzShader::SendMatrix(int location, const NzMatrix4d& matrix)
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return m_impl->SendMatrix(location, matrix);
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}
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bool NzShader::SendMatrix(int location, const NzMatrix4f& matrix)
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bool NzShader::SendMatrix(int location, const NzMatrix4f& matrix) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -445,7 +445,7 @@ bool NzShader::SendMatrix(int location, const NzMatrix4f& matrix)
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return m_impl->SendMatrix(location, matrix);
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}
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bool NzShader::SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit)
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bool NzShader::SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -464,7 +464,7 @@ bool NzShader::SendTexture(int location, const NzTexture* texture, nzUInt8* text
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return m_impl->SendTexture(location, texture, textureUnit);
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}
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bool NzShader::SendVector(int location, const NzVector2d& vector)
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bool NzShader::SendVector(int location, const NzVector2d& vector) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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@@ -489,7 +489,7 @@ bool NzShader::SendVector(int location, const NzVector2d& vector)
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector2f& vector)
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bool NzShader::SendVector(int location, const NzVector2f& vector) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -508,7 +508,7 @@ bool NzShader::SendVector(int location, const NzVector2f& vector)
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector3d& vector)
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bool NzShader::SendVector(int location, const NzVector3d& vector) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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@@ -533,7 +533,7 @@ bool NzShader::SendVector(int location, const NzVector3d& vector)
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector3f& vector)
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bool NzShader::SendVector(int location, const NzVector3f& vector) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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@@ -552,7 +552,7 @@ bool NzShader::SendVector(int location, const NzVector3f& vector)
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector4d& vector)
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bool NzShader::SendVector(int location, const NzVector4d& vector) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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@@ -577,7 +577,7 @@ bool NzShader::SendVector(int location, const NzVector4d& vector)
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector4f& vector)
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bool NzShader::SendVector(int location, const NzVector4f& vector) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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