Struct GlShader

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pub struct GlShader {
    pub program: u32,
    pub geometries: Vec<OpenglAttribute>,
    pub instances: Vec<OpenglAttribute>,
    pub textures: Vec<OpenglUniform>,
    pub xr_depth_texture: OpenglUniform,
    pub uniforms: GlShaderUniforms,
}

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§program: u32§geometries: Vec<OpenglAttribute>§instances: Vec<OpenglAttribute>§textures: Vec<OpenglUniform>§xr_depth_texture: OpenglUniform§uniforms: GlShaderUniforms

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impl GlShader

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pub fn new( gl: &LibGl, vertex: &str, pixel: &str, mapping: &CxDrawShaderMapping, os_type: &OsType, ) -> GlShader

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pub fn set_uniform_array(gl: &LibGl, loc: &OpenglUniform, array: &[f32])

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pub fn opengl_get_uniform(gl: &LibGl, program: u32, name: &str) -> OpenglUniform

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pub fn opengl_get_uniform_block_binding( gl: &LibGl, program: u32, name: &str, ) -> OpenglUniformBlockBinding

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pub fn opengl_get_info_log( gl: &LibGl, compile: bool, shader: usize, source: &str, ) -> String

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pub fn opengl_has_shader_error( gl: &LibGl, compile: bool, shader: usize, source: &str, ) -> Option<String>

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pub fn opengl_get_attributes( gl: &LibGl, program: u32, prefix: &str, slots: usize, ) -> Vec<OpenglAttribute>

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pub fn opengl_get_texture_slots( gl: &LibGl, program: u32, texture_slots: &Vec<DrawShaderTextureInput>, ) -> Vec<OpenglUniform>

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pub fn free_resources(self, gl: &LibGl)

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