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glsl_find_uniforms_frame - get rid of the remaining strlcats
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@ -571,17 +571,56 @@ static void gl_glsl_find_uniforms_frame(glsl_shader_data_t *glsl,
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char texture_size[64];
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char input_size[64];
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char tex_coord[64];
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size_t copied;
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texture[0] = texture_size[0] = input_size[0] = tex_coord[0] = '\0';
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strlcpy(texture, base, sizeof(texture));
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strlcat(texture, "Texture", sizeof(texture));
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strlcpy(texture_size, base, sizeof(texture_size));
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strlcat(texture_size, "TextureSize", sizeof(texture_size));
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strlcpy(input_size, base, sizeof(input_size));
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strlcat(input_size, "InputSize", sizeof(input_size));
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strlcpy(tex_coord, base, sizeof(tex_coord));
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strlcat(tex_coord, "TexCoord", sizeof(tex_coord));
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copied = strlcpy(texture, base, sizeof(texture));
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texture[copied ] = 'T';
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texture[copied+1] = 'e';
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texture[copied+2] = 'x';
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texture[copied+3] = 't';
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texture[copied+4] = 'u';
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texture[copied+5] = 'r';
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texture[copied+6] = 'e';
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texture[copied+7] = '\0';
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copied = strlcpy(texture_size, base, sizeof(texture_size));
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texture_size[copied ] = 'T';
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texture_size[copied+1] = 'e';
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texture_size[copied+2] = 'x';
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texture_size[copied+3] = 't';
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texture_size[copied+4] = 'u';
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texture_size[copied+5] = 'r';
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texture_size[copied+6] = 'e';
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texture_size[copied+7] = 'S';
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texture_size[copied+8] = 'i';
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texture_size[copied+9] = 'z';
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texture_size[copied+10] = 'e';
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texture_size[copied+11] = '\0';
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copied = strlcpy(input_size, base, sizeof(input_size));
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input_size [copied ] = 'I';
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input_size [copied+1] = 'n';
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input_size [copied+2] = 'p';
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input_size [copied+3] = 'u';
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input_size [copied+4] = 't';
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input_size [copied+5] = 'S';
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input_size [copied+6] = 'i';
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input_size [copied+7] = 'z';
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input_size [copied+8 ] = 'e';
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input_size [copied+9 ] = '\0';
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copied = strlcpy(tex_coord, base, sizeof(tex_coord));
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tex_coord [copied ] = 'T';
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tex_coord [copied+1] = 'e';
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tex_coord [copied+2] = 'x';
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tex_coord [copied+3] = 'C';
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tex_coord [copied+4] = 'o';
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tex_coord [copied+5] = 'o';
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tex_coord [copied+6] = 'r';
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tex_coord [copied+7] = 'd';
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tex_coord [copied+8 ] = '\0';
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if (frame->texture < 0)
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frame->texture = gl_glsl_get_uniform(glsl, prog, texture);
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