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@@ -115,36 +115,36 @@ static ShaderData shaders[NUM_SHADERS] = {
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"}" },
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};
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-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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-static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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-static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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-static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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-static PFNGLUNIFORM1IARBPROC glUniform1iARB;
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-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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+static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB;
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+static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB;
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+static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB;
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+static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB;
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+static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB;
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+static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB;
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+static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB;
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+static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB;
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+static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB;
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+static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB;
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+static PFNGLUNIFORM1IARBPROC pglUniform1iARB;
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+static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB;
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static SDL_bool CompileShader(GLhandleARB shader, const char *source)
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{
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GLint status = 0;
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- glShaderSourceARB(shader, 1, &source, NULL);
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- glCompileShaderARB(shader);
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- glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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+ pglShaderSourceARB(shader, 1, &source, NULL);
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+ pglCompileShaderARB(shader);
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+ pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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if (status == 0) {
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GLint length = 0;
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char *info;
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- glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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+ pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = (char *)SDL_malloc((size_t)length + 1);
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if (!info) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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} else {
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- glGetInfoLogARB(shader, length, NULL, info);
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+ pglGetInfoLogARB(shader, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
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SDL_free(info);
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}
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@@ -158,21 +158,21 @@ static SDL_bool LinkProgram(ShaderData *data)
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{
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GLint status = 0;
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- glAttachObjectARB(data->program, data->vert_shader);
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- glAttachObjectARB(data->program, data->frag_shader);
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- glLinkProgramARB(data->program);
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+ pglAttachObjectARB(data->program, data->vert_shader);
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+ pglAttachObjectARB(data->program, data->frag_shader);
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+ pglLinkProgramARB(data->program);
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- glGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
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+ pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
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if (status == 0) {
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GLint length = 0;
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char *info;
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- glGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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+ pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = (char *)SDL_malloc((size_t)length + 1);
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if (!info) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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} else {
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- glGetInfoLogARB(data->program, length, NULL, info);
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+ pglGetInfoLogARB(data->program, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info);
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SDL_free(info);
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}
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@@ -191,16 +191,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
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glGetError();
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/* Create one program object to rule them all */
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- data->program = glCreateProgramObjectARB();
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+ data->program = pglCreateProgramObjectARB();
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/* Create the vertex shader */
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- data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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+ data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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if (!CompileShader(data->vert_shader, data->vert_source)) {
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return SDL_FALSE;
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}
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/* Create the fragment shader */
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- data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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+ data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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if (!CompileShader(data->frag_shader, data->frag_source)) {
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return SDL_FALSE;
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}
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@@ -211,16 +211,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
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}
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/* Set up some uniform variables */
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- glUseProgramObjectARB(data->program);
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+ pglUseProgramObjectARB(data->program);
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for (i = 0; i < num_tmus_bound; ++i) {
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char tex_name[5];
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(void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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- location = glGetUniformLocationARB(data->program, tex_name);
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+ location = pglGetUniformLocationARB(data->program, tex_name);
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if (location >= 0) {
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- glUniform1iARB(location, i);
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+ pglUniform1iARB(location, i);
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}
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}
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- glUseProgramObjectARB(0);
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+ pglUseProgramObjectARB(0);
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return (glGetError() == GL_NO_ERROR);
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}
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@@ -228,9 +228,9 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
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static void DestroyShaderProgram(ShaderData *data)
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{
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if (shaders_supported) {
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- glDeleteObjectARB(data->vert_shader);
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- glDeleteObjectARB(data->frag_shader);
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- glDeleteObjectARB(data->program);
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+ pglDeleteObjectARB(data->vert_shader);
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+ pglDeleteObjectARB(data->frag_shader);
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+ pglDeleteObjectARB(data->program);
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}
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}
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@@ -244,30 +244,30 @@ static SDL_bool InitShaders(void)
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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- glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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- glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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- glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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- glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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- glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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- glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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- glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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- glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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- glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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- glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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- glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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- glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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- if (glAttachObjectARB &&
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- glCompileShaderARB &&
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- glCreateProgramObjectARB &&
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- glCreateShaderObjectARB &&
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- glDeleteObjectARB &&
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- glGetInfoLogARB &&
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- glGetObjectParameterivARB &&
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- glGetUniformLocationARB &&
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- glLinkProgramARB &&
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- glShaderSourceARB &&
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- glUniform1iARB &&
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- glUseProgramObjectARB) {
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+ pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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+ pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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+ pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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+ pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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+ pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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+ pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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+ pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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+ pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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+ pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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+ pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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+ pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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+ pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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+ if (pglAttachObjectARB &&
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+ pglCompileShaderARB &&
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+ pglCreateProgramObjectARB &&
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+ pglCreateShaderObjectARB &&
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+ pglDeleteObjectARB &&
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+ pglGetInfoLogARB &&
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+ pglGetObjectParameterivARB &&
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+ pglGetUniformLocationARB &&
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+ pglLinkProgramARB &&
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+ pglShaderSourceARB &&
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+ pglUniform1iARB &&
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+ pglUseProgramObjectARB) {
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shaders_supported = SDL_TRUE;
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}
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}
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@@ -418,7 +418,7 @@ static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
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glBindTexture(GL_TEXTURE_2D, texture);
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glColor3f(1.0f, 1.0f, 1.0f);
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if (shaders_supported) {
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- glUseProgramObjectARB(shaders[current_shader].program);
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+ pglUseProgramObjectARB(shaders[current_shader].program);
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}
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glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
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@@ -433,7 +433,7 @@ static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
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glEnd(); /* done with the polygon */
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if (shaders_supported) {
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- glUseProgramObjectARB(0);
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+ pglUseProgramObjectARB(0);
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}
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glDisable(GL_TEXTURE_2D);
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