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  1. Looking at the code right now, we have 2 different copies of shader code: 1) Old legacy ARB shaders from fixed-function era OpenGL 1.5. 2) OpenGL 2.0 GLSL shaders. It's been 10 years since OpenGL 2.0 was introduced and since we've already decided to move away from fixed function code, it would only make sense to drop ARB shaders. For those not familiar with ARB / GLSL, this is a type of code that is run by your graphics card to render pretty pixels on the screen. Right now the old ARB support code is adding quite unnecessary amount of code in our shader pipeline. Removing it would make our cod
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