renderer: moved all shader code into one solidified function
Makes texture-based optimizations easier when they're all in one place.
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@@ -139,11 +139,11 @@ void TransitionBlock::Hash(QCryptographicHash &hash, const rational &time) const
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hash.addData(reinterpret_cast<const char*>(&in_prog), sizeof(double));
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hash.addData(reinterpret_cast<const char*>(&out_prog), sizeof(double));
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if (out_block_input_->IsConnected()) {
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if (out_block_input_->is_connected()) {
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out_block_input_->get_connected_node()->Hash(hash, time);
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}
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if (in_block_input_->IsConnected()) {
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if (in_block_input_->is_connected()) {
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in_block_input_->get_connected_node()->Hash(hash, time);
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}
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}
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