Adding modding folder with a hacked build.
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package opengl
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import (
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"fmt"
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)
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var errorStrings = map[uint32]string{
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NO_ERROR: "NO_ERROR",
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INVALID_ENUM: "INVALID_ENUM",
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INVALID_VALUE: "INVALID_VALUE",
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INVALID_OPERATION: "INVALID_OPERATION",
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STACK_OVERFLOW: "STACK_OVERFLOW",
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STACK_UNDERFLOW: "STACK_UNDERFLOW",
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OUT_OF_MEMORY: "OUT_OF_MEMORY",
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INVALID_FRAMEBUFFER_OPERATION: "INVALID_FRAMEBUFFER_OPERATION"}
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// ErrorString returns a readable version of the provided error code. If the
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// code is unknown, the textual representation of the hexadecimal value is
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// returned.
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func ErrorString(errorCode uint32) string {
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value, exists := errorStrings[errorCode]
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if !exists {
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value = fmt.Sprintf("0x%04X", errorCode)
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}
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return value
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}
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// ShaderError describes a problem with a log.
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type ShaderError struct {
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Log string
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}
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// Error returns the log.
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func (err ShaderError) Error() string {
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return err.Log
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}
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// NamedShaderError is an error with a name.
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type NamedShaderError struct {
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Name string
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Nested error
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}
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// Error returns the name with the nested error information.
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func (err NamedShaderError) Error() string {
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return fmt.Sprintf("%s failed: %v", err.Name, err.Nested)
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}
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// Unwrap returns the nested error.
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func (err NamedShaderError) Unwrap() error {
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return err.Nested
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}
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