Binding shaders moved explicitly to ShaderManager.
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1 changed files with 2 additions and 2 deletions
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@ -278,8 +278,6 @@ class KWIN_EXPORT GLShader
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~GLShader();
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~GLShader();
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bool isValid() const { return mValid; }
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bool isValid() const { return mValid; }
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void bind();
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void unbind();
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int uniformLocation(const char* name);
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int uniformLocation(const char* name);
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bool setUniform(const char* name, float value);
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bool setUniform(const char* name, float value);
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@ -311,6 +309,8 @@ class KWIN_EXPORT GLShader
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GLShader();
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GLShader();
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bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
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bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
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bool load(const QString& vertexsource, const QString& fragmentsource);
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bool load(const QString& vertexsource, const QString& fragmentsource);
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void bind();
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void unbind();
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private:
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private:
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