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#include "Renderer.hpp"

void RenderState::SetActiveVao(GLuint Vao) {
    glBindVertexArray(Vao);
    ActiveVao = Vao;
	/*if (Vao != ActiveVao) {
	}*/
}

void RenderState::SetActiveShader(GLuint Shader) {
	if (Shader != ActiveShader) {
		glUseProgram(Shader);
		ActiveShader = Shader;
	}
}