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Fix compiling with latest wut
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@ -40,11 +40,11 @@ public:
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void loadImage(const uint8_t *img, int32_t imgSize, GX2TexClampMode textureClamp = GX2_TEX_CLAMP_MODE_CLAMP, GX2SurfaceFormat textureFormat = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8);
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//! getter functions
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const GX2Texture *getTexture() const {
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virtual const GX2Texture *getTexture() const {
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return texture;
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};
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const GX2Sampler *getSampler() const {
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virtual const GX2Sampler *getSampler() const {
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return sampler;
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};
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@ -216,13 +216,13 @@ Shader3D::Shader3D()
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projectionMatrixLocation = 16;
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viewMatrixLocation = 32;
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vertexShader.addUniformVar((GX2UniformVar) {
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"modelMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, modelMatrixLocation, -1
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"modelMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, modelMatrixLocation, -1
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});
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vertexShader.addUniformVar((GX2UniformVar) {
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"viewMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, projectionMatrixLocation, -1
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"viewMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, projectionMatrixLocation, -1
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});
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vertexShader.addUniformVar((GX2UniformVar) {
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"projectionMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, viewMatrixLocation, -1
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"projectionMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, viewMatrixLocation, -1
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});
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positionLocation = 0;
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@ -308,13 +308,13 @@ ShaderFractalColor::ShaderFractalColor()
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projectionMatrixLocation = 16;
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viewMatrixLocation = 32;
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vertexShader.addUniformVar((GX2UniformVar) {
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"modelMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, modelMatrixLocation, -1
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"modelMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, modelMatrixLocation, -1
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});
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vertexShader.addUniformVar((GX2UniformVar) {
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"projectionMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, projectionMatrixLocation, -1
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"projectionMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, projectionMatrixLocation, -1
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});
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vertexShader.addUniformVar((GX2UniformVar) {
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"viewMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, viewMatrixLocation, -1
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"viewMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, viewMatrixLocation, -1
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});
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positionLocation = 0;
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