Replaced most std::map's with std::unordered_map's for more scalability.
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@@ -67,11 +67,11 @@ public:
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long getShaderHandlesUsed();
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private:
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//std::map<std::string, KRShader *> m_shaders;
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//std::unordered_map<std::string, KRShader *> m_shaders;
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std::map<std::pair<std::string, std::vector<int> >, KRShader *> m_shaders;
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std::map<std::string, std::string> m_fragShaderSource;
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std::map<std::string, std::string> m_vertShaderSource;
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std::unordered_map<std::string, std::string> m_fragShaderSource;
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std::unordered_map<std::string, std::string> m_vertShaderSource;
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KRShader *m_pShader;
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char m_szCurrentShaderKey[256];
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