Reformat
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@ -20,8 +20,8 @@ ShaderID register_shader(void *shader, VertexShader *vertex,
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}
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++(g_repository.count);
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g_repository.shaders[g_repository.count] = shader;
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g_repository.vertex_funcs[g_repository.count] = vertex;
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g_repository.shaders[g_repository.count] = shader;
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g_repository.vertex_funcs[g_repository.count] = vertex;
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g_repository.fragment_funcs[g_repository.count] = fragment;
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return (ShaderID){g_repository.count};
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@ -29,12 +29,11 @@ ShaderID register_shader(void *shader, VertexShader *vertex,
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VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index,
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const Model *model) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vert ||
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!model) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vert || !model) {
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return (VertexData){0};
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}
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void *shader_obj = g_repository.shaders[shader.id];
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void *shader_obj = g_repository.shaders[shader.id];
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VertexShader *vertex_func = g_repository.vertex_funcs[shader.id];
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if (!shader_obj || !vertex_func) {
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@ -50,7 +49,7 @@ FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric,
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return DISCARDED_FRAGMENT;
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}
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void *shader_obj = g_repository.shaders[shader.id];
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void *shader_obj = g_repository.shaders[shader.id];
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FragmentShader *fragment_func = g_repository.fragment_funcs[shader.id];
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if (!shader_obj || !fragment_func) {
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