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(GLUI) Only call gl->shader->use once per glui_frame call
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@ -158,7 +158,6 @@ static void glui_render_background(settings_t *settings, gl_t *gl,
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
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gl->shader->set_coords(&coords);
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gl->shader->set_coords(&coords);
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gl->shader->set_mvp(gl, &gl->mvp_no_rot);
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gl->shader->set_mvp(gl, &gl->mvp_no_rot);
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@ -205,7 +204,6 @@ static void glui_render_quad(gl_t *gl, int x, int y, int w, int h,
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coords.color = color;
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coords.color = color;
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
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gl->shader->set_coords(&coords);
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gl->shader->set_coords(&coords);
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gl->shader->set_mvp(gl, &gl->mvp_no_rot);
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gl->shader->set_mvp(gl, &gl->mvp_no_rot);
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@ -571,6 +569,8 @@ static void glui_frame(void)
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if (settings->menu.mouse.enable)
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if (settings->menu.mouse.enable)
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glui_draw_cursor(gl, menu->mouse.x, menu->mouse.y);
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glui_draw_cursor(gl, menu->mouse.x, menu->mouse.y);
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gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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gl_set_viewport(gl, gl->win_width, gl->win_height, false, true);
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}
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}
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