tried making naming more uniform and implemented most of the opengl managers
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35
include/assets/file_parsers/glsl_loader.hpp
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35
include/assets/file_parsers/glsl_loader.hpp
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#pragma once
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#include <filesystem>
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#include <vector>
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#include <string>
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#include "assets/dynamic_data_store.hpp"
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#include "assets/prefetch_lookup.hpp"
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#include "assets/prefetch_queue.hpp"
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#include "assets/prefetch_lookups/mesh_prefetch_lookup.hpp"
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#include "assets/data/shader_source_data.hpp"
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#include "util/string_list.hpp"
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namespace assets
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{
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struct glsl_loader
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{
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static constexpr auto name = std::string_view("glsl");
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[[nodiscard]] static std::error_code prefetch(
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const file_dir_list& paths,
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prefetch_queue& queue
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);
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[[nodiscard]] static std::error_code load(
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shader_source_data& buffer,
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const file_dir_list& paths,
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prefetch_lookup& id_lookup,
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shader_source_store& store,
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bool pedantic = false
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);
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};
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}
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