implemented SDL3 as an option for window manager
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40
TSE_OpenGlImpl/src/shader/defaultShaderHandler.cpp
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40
TSE_OpenGlImpl/src/shader/defaultShaderHandler.cpp
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#include "defaultShaderHandler.hpp"
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#include "basicShader.hpp"
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#include "basicTextureShader.hpp"
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#include "ditheringShader.hpp"
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#include "basicParticleShader.hpp"
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#include "basicTileMapShader.hpp"
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#include "basicOrderedSpriteSetShader.hpp"
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#include "elements/ShaderRegistry.hpp"
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void TSE::OpenGL::LoadBasicShaders(float width, float height)
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{
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BasicShader::Init(width, height);
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BasicTextureShader::Init(width, height);
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DitheringShader::Init(width, height);
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BasicParticleShader::Init(width, height);
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BasicTileMapShader::Init(width, height);
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BasicOrderedSpriteSetShader::Init(width, height);
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ShaderRegistry::SetShader("Basic Unlit Shader", BasicShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit Texture Shader", BasicTextureShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit Dithering Shader", DitheringShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit Particle Shader", BasicParticleShader::Instance());
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ShaderRegistry::SetShader("Basic Unlit TileMap Shader", BasicTileMapShader::Instance());
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ShaderRegistry::SetShader("Basic Ordered Sprite Set Shader", BasicOrderedSpriteSetShader::Instance());
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}
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void TSE::OpenGL::UnLoadBasicShaders()
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{
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ShaderRegistry::RemoveShader("Basic Unlit Shader");
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ShaderRegistry::RemoveShader("Basic Unlit Texture Shader");
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ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader");
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ShaderRegistry::RemoveShader("Basic Unlit Particle Shader");
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ShaderRegistry::RemoveShader("Basic Unlit TileMap Shader");
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ShaderRegistry::RemoveShader("Basic Ordered Sprite Set Shader");
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BasicShader::Destroy();
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BasicTextureShader::Destroy();
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DitheringShader::Destroy();
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BasicParticleShader::Destroy();
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BasicTileMapShader::Destroy();
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BasicOrderedSpriteSetShader::Destroy();
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}
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