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Add some documentation.
Nowhere near adequate.
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@ -53,8 +53,36 @@ int GLSL_LinkProgram (const char *name, int vert, int frag);
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int GLSL_ResolveShaderParam (int program, shaderparam_t *param);
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void GLSL_DumpAttribArrays (void);
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/* Register a shader effect "file".
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This is based on The OpenGL Shader Wrangler by the little grasshopper
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(http://prideout.net/blog/?p=11).
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\param name The name of the effect in the effect key.
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\param src The string holding the effect file.
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\return 0 for failure, 1 for success.
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*/
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int GLSL_RegisterEffect (const char *name, const char *src);
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/* Build a shader program script from a list of effect keys.
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This is based on The OpenGL Shader Wrangler by the little grasshopper
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(http://prideout.net/blog/?p=11).
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The returned shader program script is suitable for passing directly to
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GLSL_CompileShader.
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\param effect_keys Null terminated list of effect keys. The shader will be
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built from the specified segments in the given order.
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\return A pointer to the built up shader program script, or null on
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failure.
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*/
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shader_t *GLSL_BuildShader (const char **effect_keys);
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/* Free a shader program script built by GLSL_BuildShader.
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\param shader The shader program script to be freed.
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*/
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void GLSL_FreeShader (shader_t *shader);
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#endif // __QF_GLSL_vid_h
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