Includes now use the key #include. Fixed a bug where it would crash if the file is not found. Fixed a bug where null terminators where included from the included file, causing it to stop reading after the first included file.
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@@ -12,17 +12,20 @@ GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
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std::size_t startPos = 0;
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std::size_t SEofNewFile[2];
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while((startPos = shaderFile.find("#GLSL", startPos)) != std::string::npos)
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std::string key = "#include";
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while((startPos = shaderFile.find(key, startPos)) != std::string::npos)
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{
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SEofNewFile[0] = shaderFile.find('"', startPos+5)+1;
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SEofNewFile[0] = shaderFile.find('"', startPos+key.length())+1;
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SEofNewFile[1] = shaderFile.find('"', SEofNewFile[0]);
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if (SEofNewFile[0] == std::string::npos || SEofNewFile[1] == std::string::npos)
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{
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return 0;
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}
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std::string replacementFileName = shaderFile.substr(SEofNewFile[0], SEofNewFile[1] - SEofNewFile[0]);
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std::string replacementString = ReadFile(replacementFileName);
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size_t firstof = replacementString.find_first_of((char)0);
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replacementString.erase(firstof, replacementString.size() - firstof);
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if (replacementString.length() <= 0)
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return 0;
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shaderFile.replace(startPos, SEofNewFile[1]+2 - startPos, replacementString + "\n");
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startPos += replacementString.length(); //This might not be wanted.
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}
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@@ -59,7 +62,7 @@ std::string Shader::ReadFile(std::string fileName)
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std::ifstream in(fileName, std::ios::in);
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if (!in) {
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LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
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return 0;
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return "";
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}
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in.seekg(0, std::ios::end);
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