OpenGL: simplify basic_shader_bind
No need to enable/disable texturing with GLSL, just use textures in the fragment shader.
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@ -422,23 +422,6 @@ void GPU_basic_shader_bind(int options)
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{
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if (USE_GLSL) {
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if (options) {
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const int bound_options = GPU_MATERIAL_STATE.bound_options;
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/* texture options need to be set for basic shader too */
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if (options & GPU_SHADER_TEXTURE_2D) {
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glEnable(GL_TEXTURE_2D);
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}
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else if (bound_options & GPU_SHADER_TEXTURE_2D) {
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glDisable(GL_TEXTURE_2D);
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}
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if (options & GPU_SHADER_TEXTURE_RECT) {
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glEnable(GL_TEXTURE_RECTANGLE);
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}
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else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
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glDisable(GL_TEXTURE_RECTANGLE);
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}
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GPUShader *shader = gpu_basic_shader(options);
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if (shader) {
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