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Add support for glObjectLabel to aid debugging
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@@ -28,6 +28,7 @@ public:
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s32 &outMaterialTypeNr,
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const c8 *vertexShaderProgram = 0,
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const c8 *pixelShaderProgram = 0,
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const c8 *debugName = nullptr,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
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s32 userData = 0);
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@@ -66,7 +67,9 @@ protected:
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E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
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s32 userData = 0);
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void init(s32 &outMaterialTypeNr, const c8 *vertexShaderProgram, const c8 *pixelShaderProgram, bool addMaterial = true);
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void init(s32 &outMaterialTypeNr, const c8 *vertexShaderProgram,
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const c8 *pixelShaderProgram, const c8 *debugName = nullptr,
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bool addMaterial = true);
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bool createShader(GLenum shaderType, const char *shader);
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bool linkProgram();
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