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public text v1 · immutablevoid GPU_shader_uniform_texture(GPUShader *shader, char *name, GPUTexture *tex)
{
GLint location = glGetUniformLocationARB(shader->object, name);
GLenum arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
glBindTexture(tex->target, tex->bindcode);
glUniform1iARB(location, tex->number);
glEnable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
}