Added missing GLDEBUG() macros
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40102
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@@ -548,12 +548,6 @@ void KRCamera::renderShadowBuffer(KRScene &scene, int iShadow)
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KRVector3 vec4Temp; // Value not used by postshader
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shadowShader->bind(this, matIdentity, matIdentity, m_position, vec4Temp, NULL, NULL, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
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// Sets the diffuseTexture variable to the first texture unit
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/*
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glUniform1i(glGetUniformLocation(m_shadowShaderProgram, "diffuseTexture"), 0);
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*/
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// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
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GLDEBUG(glUniformMatrix4fv(shadowShader->m_uniforms[KRShader::KRENGINE_UNIFORM_SHADOWMVP1], 1, GL_FALSE, shadowmvpmatrix[iShadow].getPointer()));
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@@ -101,66 +101,53 @@ KRShader::KRShader(char *szKey, std::string options, std::string vertShaderSourc
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}
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// Get uniform locations
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_AMBIENT] = glGetUniformLocation(m_iProgram, "material_ambient");
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_DIFFUSE] = glGetUniformLocation(m_iProgram, "material_diffuse");
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_SPECULAR] = glGetUniformLocation(m_iProgram, "material_specular");
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTION] = glGetUniformLocation(m_iProgram, "material_reflection");
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTIVITY] = glGetUniformLocation(m_iProgram, "material_reflectivity");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION] = glGetUniformLocation(m_iProgram, "light_position");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "view_space_light_position");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_COLOR] = glGetUniformLocation(m_iProgram, "light_color");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_INTENSITY] = glGetUniformLocation(m_iProgram, "light_intensity");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_DECAY_START] = glGetUniformLocation(m_iProgram, "light_decay_start");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_CUTOFF] = glGetUniformLocation(m_iProgram, "light_cutoff");
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m_uniforms[KRENGINE_UNIFORM_FLARE_SIZE] = glGetUniformLocation(m_iProgram, "flare_size");
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_ALPHA] = glGetUniformLocation(m_iProgram, "material_alpha");
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m_uniforms[KRENGINE_UNIFORM_MATERIAL_SHININESS] = glGetUniformLocation(m_iProgram, "material_shininess");
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m_uniforms[KRENGINE_UNIFORM_MVP] = glGetUniformLocation(m_iProgram, "mvp_matrix");
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m_uniforms[KRENGINE_UNIFORM_INVP] = glGetUniformLocation(m_iProgram, "inv_projection_matrix");
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m_uniforms[KRENGINE_UNIFORM_MN2V] = glGetUniformLocation(m_iProgram, "model_normal_to_view_matrix");
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m_uniforms[KRENGINE_UNIFORM_M2V] = glGetUniformLocation(m_iProgram, "model_to_view_matrix");
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m_uniforms[KRENGINE_UNIFORM_V2M] = glGetUniformLocation(m_iProgram, "view_to_model_matrix");
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m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_iProgram, "shadow_mvp1");
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m_uniforms[KRENGINE_UNIFORM_SHADOWMVP2] = glGetUniformLocation(m_iProgram, "shadow_mvp2");
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m_uniforms[KRENGINE_UNIFORM_SHADOWMVP3] = glGetUniformLocation(m_iProgram, "shadow_mvp3");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION] = glGetUniformLocation(m_iProgram, "light_direction");
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m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "light_direction_view_space");
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m_uniforms[KRENGINE_UNIFORM_CAMERAPOS] = glGetUniformLocation(m_iProgram, "cameraPosition");
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m_uniforms[KRENGINE_UNIFORM_VIEWPORT] = glGetUniformLocation(m_iProgram, "viewport");
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m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE] = glGetUniformLocation(m_iProgram, "diffuseTexture");
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m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE] = glGetUniformLocation(m_iProgram, "specularTexture");
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m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE] = glGetUniformLocation(m_iProgram, "reflectionTexture");
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m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE] = glGetUniformLocation(m_iProgram, "normalTexture");
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m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "diffuseTexture_Scale");
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m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "specularTexture_Scale");
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m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "reflectionTexture_Scale");
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m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "normalTexture_Scale");
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m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "ambientTexture_Scale");
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m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "diffuseTexture_Offset");
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m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "specularTexture_Offset");
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m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "reflectionTexture_Offset");
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m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "normalTexture_Offset");
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m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "ambientTexture_Offset");
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m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] = glGetUniformLocation(m_iProgram, "shadowTexture1");
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m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] = glGetUniformLocation(m_iProgram, "shadowTexture2");
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m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] = glGetUniformLocation(m_iProgram, "shadowTexture3");
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m_uniforms[KRENGINE_UNIFORM_GBUFFER_FRAME] = glGetUniformLocation(m_iProgram, "gbuffer_frame");
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m_uniforms[KRENGINE_UNIFORM_GBUFFER_DEPTH] = glGetUniformLocation(m_iProgram, "gbuffer_depth");
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m_uniforms[KRENGINE_UNIFORM_DEPTH_FRAME] = glGetUniformLocation(m_iProgram, "depthFrame");
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m_uniforms[KRENGINE_UNIFORM_RENDER_FRAME] = glGetUniformLocation(m_iProgram, "renderFrame");
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_AMBIENT] = glGetUniformLocation(m_iProgram, "material_ambient"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_DIFFUSE] = glGetUniformLocation(m_iProgram, "material_diffuse"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SPECULAR] = glGetUniformLocation(m_iProgram, "material_specular"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTION] = glGetUniformLocation(m_iProgram, "material_reflection"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTIVITY] = glGetUniformLocation(m_iProgram, "material_reflectivity"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION] = glGetUniformLocation(m_iProgram, "light_position"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "view_space_light_position"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_COLOR] = glGetUniformLocation(m_iProgram, "light_color"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_INTENSITY] = glGetUniformLocation(m_iProgram, "light_intensity"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DECAY_START] = glGetUniformLocation(m_iProgram, "light_decay_start"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_CUTOFF] = glGetUniformLocation(m_iProgram, "light_cutoff"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_FLARE_SIZE] = glGetUniformLocation(m_iProgram, "flare_size"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_ALPHA] = glGetUniformLocation(m_iProgram, "material_alpha"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SHININESS] = glGetUniformLocation(m_iProgram, "material_shininess"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MVP] = glGetUniformLocation(m_iProgram, "mvp_matrix"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_INVP] = glGetUniformLocation(m_iProgram, "inv_projection_matrix"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MN2V] = glGetUniformLocation(m_iProgram, "model_normal_to_view_matrix"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_M2V] = glGetUniformLocation(m_iProgram, "model_to_view_matrix"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_V2M] = glGetUniformLocation(m_iProgram, "view_to_model_matrix"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_iProgram, "shadow_mvp1"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP2] = glGetUniformLocation(m_iProgram, "shadow_mvp2"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP3] = glGetUniformLocation(m_iProgram, "shadow_mvp3"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION] = glGetUniformLocation(m_iProgram, "light_direction"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "light_direction_view_space"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS] = glGetUniformLocation(m_iProgram, "cameraPosition"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] = glGetUniformLocation(m_iProgram, "viewport"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE] = glGetUniformLocation(m_iProgram, "diffuseTexture"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE] = glGetUniformLocation(m_iProgram, "specularTexture"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE] = glGetUniformLocation(m_iProgram, "reflectionTexture"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE] = glGetUniformLocation(m_iProgram, "normalTexture"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "diffuseTexture_Scale"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "specularTexture_Scale"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "reflectionTexture_Scale"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "normalTexture_Scale"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "ambientTexture_Scale"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "diffuseTexture_Offset"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "specularTexture_Offset"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "reflectionTexture_Offset"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "normalTexture_Offset"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "ambientTexture_Offset"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] = glGetUniformLocation(m_iProgram, "shadowTexture1"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] = glGetUniformLocation(m_iProgram, "shadowTexture2"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] = glGetUniformLocation(m_iProgram, "shadowTexture3"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_FRAME] = glGetUniformLocation(m_iProgram, "gbuffer_frame"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_DEPTH] = glGetUniformLocation(m_iProgram, "gbuffer_depth"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DEPTH_FRAME] = glGetUniformLocation(m_iProgram, "depthFrame"));
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GLDEBUG(m_uniforms[KRENGINE_UNIFORM_RENDER_FRAME] = glGetUniformLocation(m_iProgram, "renderFrame"));
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} catch(...) {
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if(vertexShader) {
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@@ -45,7 +45,7 @@
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[self.window addSubview:viewController.view];
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[self.window makeKeyAndVisible];
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[TestFlight takeOff:@"bee30f66de8a537484b210b6ac8fa118_NDA5MTIyMDExLTExLTE0IDE1OjUxOjQwLjA0MzM4MA"];
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//[TestFlight takeOff:@"bee30f66de8a537484b210b6ac8fa118_NDA5MTIyMDExLTExLTE0IDE1OjUxOjQwLjA0MzM4MA"];
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return YES;
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}
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