Less shader boilerplate
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@@ -110,8 +110,8 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
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painter.useProgram(painter.gaussianShader->program);
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painter.gaussianShader->setMatrix(painter.flipMatrix);
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painter.gaussianShader->setImage(0);
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painter.gaussianShader->u_matrix = painter.flipMatrix;
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painter.gaussianShader->u_image = 0;
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glActiveTexture(GL_TEXTURE0);
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for (int i = 0; i < passes; i++) {
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@@ -123,7 +123,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
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#endif
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glClear(GL_COLOR_BUFFER_BIT);
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painter.gaussianShader->setOffset({{ 1.0f / float(properties.size), 0 }});
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painter.gaussianShader->u_offset = {{ 1.0f / float(properties.size), 0 }};
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glBindTexture(GL_TEXTURE_2D, original_texture);
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painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
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@@ -137,7 +137,7 @@ void PrerenderedTexture::blur(Painter& painter, uint16_t passes) {
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#endif
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glClear(GL_COLOR_BUFFER_BIT);
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painter.gaussianShader->setOffset({{ 0, 1.0f / float(properties.size) }});
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painter.gaussianShader->u_offset = {{ 0, 1.0f / float(properties.size) }};
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glBindTexture(GL_TEXTURE_2D, secondary_texture);
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painter.coveringGaussianArray.bind(*painter.gaussianShader, painter.tileStencilBuffer, BUFFER_OFFSET(0));
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)painter.tileStencilBuffer.index());
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