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#include "Renderer.hpp"
#include <optick.h>
void RenderState::SetActiveVao(GLuint Vao) {
OPTICK_EVENT();
glBindVertexArray(Vao);
ActiveVao = Vao;
}
void RenderState::SetActiveShader(GLuint Shader) {
if (Shader != ActiveShader) {
glUseProgram(Shader);
ActiveShader = Shader;
}
}
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