Try to fix linux compilation.
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@ -61,7 +61,7 @@ void apply_instance(const T *Shader, const std::tuple<TupleType...> &arg)
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template<typename Shader, enum E_VERTEX_TYPE VertexType, typename... TupleType>
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void renderMeshes1stPass(const std::vector<GLuint> &TexUnits, std::vector<std::tuple<TupleType...> > &meshes)
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{
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glUseProgram(Shader::getInstance<Shader>()->Program);
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glUseProgram(Shader::getInstance()->Program);
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glBindVertexArray(getVAO(VertexType));
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for (unsigned i = 0; i < meshes.size(); i++)
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{
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@ -80,7 +80,7 @@ void renderMeshes1stPass(const std::vector<GLuint> &TexUnits, std::vector<std::t
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#endif
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continue;
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}
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apply_instance(Shader::getInstance<Shader>(), meshes[i]);
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apply_instance(Shader::getInstance(), meshes[i]);
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}
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}
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