fix cached shader uniform values not being marked as "new"
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@ -617,6 +617,7 @@ namespace Blarg.GameFramework.Graphics
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throw new ArgumentException("Invalid uniform.");
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cachedUniform.Type = ShaderCachedUniformType.Float1;
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cachedUniform.Floats[0] = x;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -638,6 +639,7 @@ namespace Blarg.GameFramework.Graphics
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throw new ArgumentException("Invalid uniform.");
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cachedUniform.Type = ShaderCachedUniformType.Int1;
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cachedUniform.Ints[0] = x;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -660,6 +662,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Type = ShaderCachedUniformType.Float2;
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cachedUniform.Floats[0] = x;
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cachedUniform.Floats[1] = y;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -682,6 +685,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Type = ShaderCachedUniformType.Int2;
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cachedUniform.Ints[0] = x;
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cachedUniform.Ints[1] = y;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -709,6 +713,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Type = ShaderCachedUniformType.Float2;
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cachedUniform.Floats[0] = v.X;
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cachedUniform.Floats[1] = v.Y;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -736,6 +741,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Type = ShaderCachedUniformType.Int2;
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cachedUniform.Ints[0] = p.X;
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cachedUniform.Ints[1] = p.Y;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -759,6 +765,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Floats[0] = x;
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cachedUniform.Floats[1] = y;
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cachedUniform.Floats[2] = z;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -782,6 +789,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Ints[0] = x;
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cachedUniform.Ints[1] = y;
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cachedUniform.Ints[2] = z;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -810,6 +818,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Floats[0] = v.X;
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cachedUniform.Floats[1] = v.Y;
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cachedUniform.Floats[2] = v.Z;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -838,6 +847,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Ints[0] = p.X;
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cachedUniform.Ints[1] = p.Y;
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cachedUniform.Ints[2] = p.Z;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -862,6 +872,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Floats[1] = y;
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cachedUniform.Floats[2] = z;
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cachedUniform.Floats[3] = w;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -886,6 +897,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Ints[1] = y;
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cachedUniform.Ints[2] = z;
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cachedUniform.Ints[3] = w;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -915,6 +927,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Floats[1] = v.Y;
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cachedUniform.Floats[2] = v.Z;
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cachedUniform.Floats[3] = v.W;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -944,6 +957,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Floats[1] = q.Y;
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cachedUniform.Floats[2] = q.Z;
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cachedUniform.Floats[3] = q.W;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -973,6 +987,7 @@ namespace Blarg.GameFramework.Graphics
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cachedUniform.Floats[1] = c.G;
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cachedUniform.Floats[2] = c.B;
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cachedUniform.Floats[3] = c.A;
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cachedUniform.HasNewValue = true;
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}
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}
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@ -999,6 +1014,7 @@ namespace Blarg.GameFramework.Graphics
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throw new ArgumentException("Invalid uniform.");
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cachedUniform.Type = ShaderCachedUniformType.Float9;
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m.ToArray(cachedUniform.Floats);
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cachedUniform.HasNewValue = true;
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}
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}
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@ -1025,6 +1041,7 @@ namespace Blarg.GameFramework.Graphics
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throw new ArgumentException("Invalid uniform.");
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cachedUniform.Type = ShaderCachedUniformType.Float16;
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m.ToArray(cachedUniform.Floats);
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cachedUniform.HasNewValue = true;
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}
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}
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