From Per Fahlberg, "Attached is a fix allowing removal of shaders from a program after it is
first compiled. It will also allow new shaders to be attached after the program is first compiled."
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@@ -240,6 +240,12 @@ void Shader::attachShader(unsigned int contextID, GLuint program) const
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if( pcs ) pcs->attachShader( program );
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}
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void Shader::detachShader(unsigned int contextID, GLuint program) const
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{
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PerContextShader* pcs = getPCS( contextID );
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if( pcs ) pcs->detachShader( program );
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}
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bool Shader::getGlShaderInfoLog(unsigned int contextID, std::string& log) const
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{
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