Some cleanups
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@@ -162,3 +162,13 @@ void ShaderProgram::setUniform(const char *name, glm::mat4 matrix) const
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GLint location = glGetUniformLocation(shaderProgramId, name);
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glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
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}
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GLuint ShaderProgram::getShaderProgramId()
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{
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return shaderProgramId;
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}
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std::string ShaderProgram::getUniqueName()
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{
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return unique_name;
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}
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