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(video_shader_parse.c) Tons of functions here should have been
made static, tons of log spam put behind DEBUG ifdefs
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@ -189,19 +189,6 @@ bool video_shader_resolve_parameters(struct video_shader *shader);
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bool video_shader_load_current_parameter_values(config_file_t *conf, struct video_shader *shader);
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bool video_shader_load_current_parameter_values(config_file_t *conf, struct video_shader *shader);
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/**
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* video_shader_load_root_config_into_shader:
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* @conf : Preset file to read from.
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* @shader : Shader handle.
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*
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* Loads preset file and all associated state (passes,
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* textures, imports, etc).
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*
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* Returns: true (1) if successful, otherwise false (0).
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**/
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bool video_shader_load_root_config_into_shader(config_file_t *conf, struct video_shader *shader);
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/**
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/**
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* video_shader_load_preset_into_shader:
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* video_shader_load_preset_into_shader:
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* @path : Path to preset file, could be a Simple Preset (including a #reference) or Full Preset
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* @path : Path to preset file, could be a Simple Preset (including a #reference) or Full Preset
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@ -214,20 +201,6 @@ bool video_shader_load_root_config_into_shader(config_file_t *conf, struct video
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bool video_shader_load_preset_into_shader(const char *path, struct video_shader *shader);
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bool video_shader_load_preset_into_shader(const char *path, struct video_shader *shader);
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/**
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* video_shader_write_root_preset:
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* @conf : Preset file to write to.
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* @shader : Shader passes handle.
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* @preset_path : Optional path to where the preset will be written.
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*
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* Writes preset and all associated state (passes,
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* textures, imports, etc) into @conf.
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* If @preset_path is not NULL, shader paths are saved
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* relative to it.
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**/
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bool video_shader_write_root_preset(const struct video_shader *shader, const char *preset_path);
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/**
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/**
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* video_shader_write_preset:
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* video_shader_write_preset:
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* @path : File to write to
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* @path : File to write to
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