faster code: unsigned int
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+10
-8
@@ -33,7 +33,7 @@ static bool compile_shader(GLuint shader_id, char *name, char *source_code) {
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}
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static void init_textures(ShaderProgram *program, Context context) {
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int i;
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unsigned int i;
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glGenTextures(TEX_COUNT, program->textures);
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@@ -56,7 +56,7 @@ static void init_textures(ShaderProgram *program, Context context) {
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}
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static void init_framebuffers(ShaderProgram *program) {
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int i, j;
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unsigned int i, j;
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glGenFramebuffers(FRAG_COUNT, program->frame_buffers);
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@@ -98,7 +98,7 @@ static void init_vertices(ShaderProgram *program) {
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}
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static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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int i;
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unsigned int i;
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// compile vertex shader
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program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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@@ -124,8 +124,9 @@ static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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}
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}
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static void init_single_program(ShaderProgram *program, int i, bool output) {
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int j;
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static void init_single_program(ShaderProgram *program, unsigned int i,
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bool output) {
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unsigned int j;
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char name[32];
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program->programs[i] = glCreateProgram();
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@@ -187,7 +188,7 @@ static void init_single_program(ShaderProgram *program, int i, bool output) {
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}
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ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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int i;
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unsigned int i;
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ShaderProgram program;
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program.error = false;
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@@ -219,7 +220,8 @@ ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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return program;
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}
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void shaders_update(ShaderProgram program, File *fragment_shaders, int i) {
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void shaders_update(ShaderProgram program, File *fragment_shaders,
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unsigned int i) {
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bool result;
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result = compile_shader(program.fragment_shaders[i], fragment_shaders[i].path,
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@@ -233,7 +235,7 @@ void shaders_update(ShaderProgram program, File *fragment_shaders, int i) {
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}
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void shaders_apply(ShaderProgram program, Context context) {
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int i, j;
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unsigned int i, j;
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GLuint subroutines[3];
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vec2 resolution;
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