tried making naming more uniform and implemented most of the opengl managers
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18
include/assets/data/shader_source_data.hpp
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18
include/assets/data/shader_source_data.hpp
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#pragma once
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#include <vector>
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namespace assets
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{
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struct shader_source_data
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{
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std::vector<char> source{};
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void clear()
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{
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source.clear();
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}
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};
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}
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