implemented SDL3 as an option for window manager
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23
TSE_OpenGlImpl/src/shader/ShaderPart.hpp
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23
TSE_OpenGlImpl/src/shader/ShaderPart.hpp
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#pragma once
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#include "Types.hpp"
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#include <memory>
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namespace TSE::OpenGL
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{
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class ShaderPart
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{
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public:
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uint shaderPartID = 0;
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ShaderPart() = default;
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private:
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void Init(const string& str, int shaderType);
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public:
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~ShaderPart();
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static std::unique_ptr<ShaderPart> LoadFromString(const std::string& str, int shaderType);
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static std::unique_ptr<ShaderPart> LoadFromPath(const std::string& path, int shaderType);
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};
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} // namespace OpenGL
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