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Feb 21st, 2018
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  1.     // Uniforms Struct
  2.     struct ShaderAttribUniforms {    
  3.         ShaderAttribUniforms() { Handle=-1; }
  4.         void SetValue(const int &value) { Value.resize(sizeof(int)); memcpy(&Value[0],&value,sizeof(int)); }
  5.         void SetValue(const float &value) { Value.resize(sizeof(float)); memcpy(&Value[0],&value,sizeof(float)); }
  6.         void SetValue(const vec2 &value) { Value.resize(sizeof(vec2)); memcpy(&Value[0],&value,sizeof(vec2)); }
  7.         void SetValue(const vec3 &value) { Value.resize(sizeof(vec3)); memcpy(&Value[0],&value,sizeof(vec3)); }
  8.         void SetValue(const vec4 &value) { Value.resize(sizeof(vec4)); memcpy(&Value[0],&value,sizeof(vec4)); }
  9.         void SetValue(const Matrix &value) { Value.resize(sizeof(Matrix)); memcpy(&Value[0],&value,sizeof(Matrix)); }
  10.         std::string Name;        
  11.         long Handle;
  12.         unsigned Type;
  13.         unsigned Usage;
  14.         void* Data;
  15.         vector<unsigned char> Value;
  16.     };
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