shader bindings
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@@ -180,6 +180,8 @@ void GLExt_t::Load( LowLevelWindow *pWind )
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F( glEnableVertexAttribArrayARB ),
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F( glDisableVertexAttribArrayARB ),
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F( glVertexAttribPointerARB ),
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F( glGetUniformLocationARB ),
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F( glUniform1iARB ),
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{ NULL, NULL }
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};
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@@ -188,6 +190,7 @@ void GLExt_t::Load( LowLevelWindow *pWind )
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}
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m_bGL_ARB_vertex_shader = m_bGL_ARB_shader_objects && HasExtension("GL_ARB_vertex_shader");
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m_bGL_ARB_fragment_shader = m_bGL_ARB_shader_objects && HasExtension("GL_ARB_fragment_shader");
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if( m_bGL_ARB_vertex_shader )
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{
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func_t funcs[] =
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@@ -98,9 +98,12 @@ struct GLExt_t
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PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArrayARB;
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PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArrayARB;
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PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointerARB;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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PFNGLUNIFORM1IARBPROC glUniform1iARB;
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// GL_ARB_vertex_shader:
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// GL_ARB_vertex_shader and GL_ARB_fragment_shader:
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bool m_bGL_ARB_vertex_shader;
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bool m_bGL_ARB_fragment_shader;
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PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB;
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bool m_bGL_ARB_shading_language_100;
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