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GLint texLoc = glGetUniformLocation(wolf_shaderprogram, "tex");
GLint depth_texLoc = glGetUniformLocation(wolf_shaderprogram, "depth_tex");
GLint ambientLoc = glGetUniformLocation(wolf_shaderprogram, "light_ambient");
GLint num_lightsLoc = glGetUniformLocation(wolf_shaderprogram, "num_lights");
GLint light_source_pointsLoc = glGetUniformLocation(wolf_shaderprogram, "light_source_points");
GLint light_source_colorsLoc = glGetUniformLocation(wolf_shaderprogram, "light_source_colors");
GLint light_radiusesLoc = glGetUniformLocation(wolf_shaderprogram, "light_radiuses");
GLint window_sizeLoc = glGetUniformLocation(wolf_shaderprogram, "window_size");
glUniform1i(texLoc, 0);
glUniform1i(depth_texLoc, 1);
glUniform4fv(ambientLoc, 1, wolf_light_ambient);
glUniform1i(num_lightsLoc, wolf_num_lights);
glUniform3fv(light_source_pointsLoc, WOLF_RENDERER_MAX_LIGHTS, &wolf_light_source_points);
glUniform4fv(light_source_colorsLoc, WOLF_RENDERER_MAX_LIGHTS, &wolf_light_source_colors);
glUniform1fv(light_radiusesLoc, WOLF_RENDERER_MAX_LIGHTS, &wolf_light_radiuses);
glUniform2i(window_sizeLoc, window_width, window_height);
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