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only change shader if needed
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@ -1412,8 +1412,6 @@ void Renderer::ResetAPIState()
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{
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// Gets us to a reasonably sane state where it's possible to do things like
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// image copies with textured quads, etc.
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ProgramShaderCache::SetBothShaders(0, 0);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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@ -1434,8 +1432,6 @@ void Renderer::RestoreAPIState()
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VertexShaderManager::SetViewportChanged();
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glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
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ProgramShaderCache::SetBothShaders(0, 0);
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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