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GL/Program: Don't delete nonexistant shaders (when using binaries)
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@ -199,9 +199,11 @@ bool Program::Link()
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{
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{
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glLinkProgram(m_program_id);
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glLinkProgram(m_program_id);
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glDeleteShader(m_vertex_shader_id);
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if (m_vertex_shader_id != 0)
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glDeleteShader(m_vertex_shader_id);
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m_vertex_shader_id = 0;
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m_vertex_shader_id = 0;
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glDeleteShader(m_fragment_shader_id);
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if (m_fragment_shader_id != 0)
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glDeleteShader(m_fragment_shader_id);
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m_fragment_shader_id = 0;
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m_fragment_shader_id = 0;
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GLint status = GL_FALSE;
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GLint status = GL_FALSE;
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