It is now possible to use const shaders
A non-constant shader is no longer required to bind or to send uniform Former-commit-id: 8fd7c03b65a2d9fcea69516c023fee034299148c
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@@ -76,7 +76,7 @@ namespace
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nzUInt32 s_stencilMask;
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const NzIndexBuffer* s_indexBuffer;
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NzRenderTarget* s_target;
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NzShader* s_shader;
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const NzShader* s_shader;
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const NzVertexBuffer* s_vertexBuffer;
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const NzVertexDeclaration* s_vertexDeclaration;
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bool s_vaoUpdated;
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@@ -322,7 +322,7 @@ float NzRenderer::GetPointSize()
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return pointSize;
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}
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NzShader* NzRenderer::GetShader()
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const NzShader* NzRenderer::GetShader()
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{
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return s_shader;
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}
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@@ -742,7 +742,7 @@ void NzRenderer::SetPointSize(float size)
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glPointSize(size);
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}
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bool NzRenderer::SetShader(NzShader* shader)
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bool NzRenderer::SetShader(const NzShader* shader)
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{
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if (s_shader == shader)
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return true;
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