Less shader boilerplate
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@@ -25,19 +25,20 @@ void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix,
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// draw the texture on a quad
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useProgram(rasterShader->program);
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rasterShader->setMatrix(matrix);
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rasterShader->setOpacity(1);
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rasterShader->u_matrix = matrix;
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rasterShader->u_opacity = 1;
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depthRange(strata, 1.0f);
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glActiveTexture(GL_TEXTURE0);
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rasterShader->setImage(0);
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rasterShader->setBuffer(buffer);
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rasterShader->setOpacity(properties.opacity);
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rasterShader->setBrightness(properties.brightness[0], properties.brightness[1]);
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rasterShader->setSaturation(properties.saturation);
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rasterShader->setContrast(properties.contrast);
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rasterShader->setSpin(spinWeights(properties.hue_rotate));
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rasterShader->u_image = 0;
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rasterShader->u_buffer = buffer;
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rasterShader->u_opacity = properties.opacity;
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rasterShader->u_brightness_low = properties.brightness[0];
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rasterShader->u_brightness_high = properties.brightness[1];
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rasterShader->u_saturation_factor = saturationFactor(properties.saturation);
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rasterShader->u_contrast_factor = contrastFactor(properties.contrast);
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rasterShader->u_spin_weights = spinWeights(properties.hue_rotate);
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bucket.texture.bindTexture();
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coveringRasterArray.bind(*rasterShader, tileStencilBuffer, BUFFER_OFFSET(0));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)tileStencilBuffer.index());
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