Optimize *GLShader.Update() by allocating array before for loop
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@ -68,13 +68,14 @@ func NewGLShader(fragmentShader string) *GLShader {
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// Update reinitialize GLShader data and recompile the underlying gl shader object
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func (gs *GLShader) Update() {
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gs.uf = nil
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for _, u := range gs.uniforms {
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gs.uf = append(gs.uf, glhf.Attr{
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Name: u.Name,
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Type: u.Type,
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})
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gs.uf = make([]glhf.Attr, len(gs.uniforms))
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for idx := range gs.uniforms {
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gs.uf[idx] = glhf.Attr{
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Name: gs.uniforms[idx].Name,
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Type: gs.uniforms[idx].Type,
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}
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}
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var shader *glhf.Shader
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mainthread.Call(func() {
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var err error
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