Simplify some GLSL shader loading code #1220
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Make somewhat messy code I noticed while working on #1105 and subsequent prs into something more readable.
Merge the two branches in
GLShaderManager::buildPermutation()
into one since they were doing essentially the same thing. Change some variable names to avoid confusion between shader and shader programs, fixed some formatting like whitespaces in [] and missing {} in if statements. Removed a redundant namespace in function call.There is technically a slight difference in that compute shaders may be loaded even if
deformIndex
is > 0, but I don't think that really matters.