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ShaderGen: More interface cleanups. Less wtfs :)
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@ -360,9 +360,9 @@ template<class UidT> UidT GetPartialUid(const SHADERUID& uid);
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template<> PixelShaderUid GetPartialUid(const SHADERUID& uid) { return uid.puid; }
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template<> VertexShaderUid GetPartialUid(const SHADERUID& uid) { return uid.vuid; }
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template<class CodeT> const std::string& GetShaderCode(const SHADER& shader);
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template<> const std::string& GetShaderCode<PixelShaderCode>(const SHADER& shader) { return shader.strpprog; }
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template<> const std::string& GetShaderCode<VertexShaderCode>(const SHADER& shader) { return shader.strvprog; }
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template<class UidT> const std::string& GetShaderCode(const SHADER& shader);
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template<> const std::string& GetShaderCode<PixelShaderUid>(const SHADER& shader) { return shader.strpprog; }
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template<> const std::string& GetShaderCode<VertexShaderUid>(const SHADER& shader) { return shader.strvprog; }
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template<class UidT, class CodeT>
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void CheckForUidMismatch(const ProgramShaderCache::PCache& cache, CodeT& new_code, const UidT& new_uid)
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