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accessors created for shader uniforms
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@@ -363,20 +363,17 @@ void display_data::set_projection(int ed) {
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}
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glUniform1i(glhr::current->tInvExpTable, glhr::INVERSE_EXP_BINDING);
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glActiveTexture(GL_TEXTURE0 + glhr::INVERSE_EXP_BINDING);
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glBindTexture(GL_TEXTURE_3D, invexpid);
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glActiveTexture(GL_TEXTURE0 + 0);
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glUniform1f(glhr::current->uPRECX, solv::PRECX);
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glUniform1f(glhr::current->uPRECY, solv::PRECY);
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glUniform1f(glhr::current->uPRECZ, solv::PRECZ);
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glhr::set_solv_prec(solv::PRECX, solv::PRECY, solv::PRECZ);
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}
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if(glhr::new_shader_projection == glhr::shader_projection::standardSL2) {
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glUniform1f(glhr::current->uIndexSL, 0);
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glUniform1i(glhr::current->uIterations, slr::steps);
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glhr::set_index_sl(0);
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glhr::set_sl_iterations(slr::steps);
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}
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auto cd = current_display;
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