Remove useless ifdef.
It should depend on features available in graphics drivers and not on headers that were used for compilation. In theory there was a possible case that GL_VERSION_3_3 was not defined and CVS->getGLSLVersion() >= 330 was true, so that bind wasn't done at all. And still GL_VERSION_3_3 should be always true for OpenGL renderer because it's defined in glew.
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@ -248,7 +248,6 @@ GLuint TextureShaderBase::createSamplers(SamplerTypeNew sampler_type)
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createNearestSampler()
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GLuint TextureShaderBase::createNearestSampler()
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{
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -258,13 +257,11 @@ GLuint TextureShaderBase::createNearestSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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} // createNearestSampler
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} // createNearestSampler
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createTrilinearSampler()
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GLuint TextureShaderBase::createTrilinearSampler()
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{
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -279,13 +276,11 @@ GLuint TextureShaderBase::createTrilinearSampler()
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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}
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}
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return id;
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return id;
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#endif
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} // createTrilinearSampler
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} // createTrilinearSampler
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createBilinearSampler()
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GLuint TextureShaderBase::createBilinearSampler()
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{
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -295,12 +290,10 @@ GLuint TextureShaderBase::createBilinearSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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} // createBilinearSampler
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} // createBilinearSampler
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createShadowSampler()
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GLuint TextureShaderBase::createShadowSampler()
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{
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -310,13 +303,11 @@ GLuint TextureShaderBase::createShadowSampler()
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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return id;
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return id;
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#endif
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} // createShadowSampler
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} // createShadowSampler
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createBilinearClampedSampler()
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GLuint TextureShaderBase::createBilinearClampedSampler()
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{
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -326,14 +317,12 @@ GLuint TextureShaderBase::createBilinearClampedSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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} // createBilinearClampedSampler
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} // createBilinearClampedSampler
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createTrilinearClampedArray()
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GLuint TextureShaderBase::createTrilinearClampedArray()
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{
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -348,12 +337,10 @@ GLuint TextureShaderBase::createTrilinearClampedArray()
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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}
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}
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return id;
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return id;
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#endif
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} // createTrilinearClampedArray
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} // createTrilinearClampedArray
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createSemiTrilinearSampler()
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GLuint TextureShaderBase::createSemiTrilinearSampler()
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{
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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unsigned id;
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glGenSamplers(1, &id);
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -363,7 +350,6 @@ GLuint TextureShaderBase::createSemiTrilinearSampler()
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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return id;
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#endif
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} // createSemiTrilinearSampler
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} // createSemiTrilinearSampler
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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@ -173,11 +173,9 @@ public:
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{
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{
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if (CVS->getGLSLVersion() >= 330)
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if (CVS->getGLSLVersion() >= 330)
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{
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{
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#ifdef GL_VERSION_3_3
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glActiveTexture(GL_TEXTURE0 + m_texture_units[N]);
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glActiveTexture(GL_TEXTURE0 + m_texture_units[N]);
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glBindTexture(m_texture_type[N], tex_id);
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glBindTexture(m_texture_type[N], tex_id);
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glBindSampler(m_texture_units[N], m_sampler_ids[N]);
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glBindSampler(m_texture_units[N], m_sampler_ids[N]);
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#endif
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}
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}
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else
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else
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{
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{
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