tried making naming more uniform and implemented most of the opengl managers
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@@ -77,7 +77,7 @@ private:
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void zgl::shader_source_manager::process(
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const dynamic_shader_source_store& shader_sources
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const assets::shader_source_store& shader_sources
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) {
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namespace language = shading::shader_metadata_language;
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@@ -119,7 +119,7 @@ void zgl::shader_source_manager::process(
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}
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void zgl::shader_source_manager::get_shader_sources(
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const dynamic_shader_source_store& shader_sources,
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const assets::shader_source_store& shader_sources,
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std::span<const shading::shader_source_requirements> requirements,
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std::span<preprocessed_shader_source_metadata> metadata,
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std::vector<const char*>& shader_strings
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@@ -152,7 +152,7 @@ void zgl::shader_source_manager::get_shader_sources(
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}
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);
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dynamic_shader_source_store::id_type source_id{};
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assets::shader_source_store::id_type source_id{};
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shading::features::generic::type to_be_enabled{};
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while (
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