Update dependencies.
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@ -8,8 +8,8 @@
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ReFuel.FreeType" Version="0.1.0-rc.4" />
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<PackageReference Include="ReFuel.StbImage" Version="2.0.0-rc.3" />
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<PackageReference Include="ReFuel.FreeType" Version="0.1.0-rc.5" />
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<PackageReference Include="ReFuel.StbImage" Version="2.0.0" />
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</ItemGroup>
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<ItemGroup>
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@ -9,6 +9,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Dashboard.Media.Defaults",
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Dashboard.OpenTK", "Dashboard.OpenTK\Dashboard.OpenTK.csproj", "{2013470A-915C-46F2-BDD3-FCAA39C845EE}"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{40F3B724-88A1-4D4F-93AB-FE0DC07A347E}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Dashboard.Demo", "tests\Dashboard.Demo\Dashboard.Demo.csproj", "{EAA5488E-ADF0-4D68-91F4-FAE98C8691FC}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -30,5 +34,12 @@ Global
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{2013470A-915C-46F2-BDD3-FCAA39C845EE}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{2013470A-915C-46F2-BDD3-FCAA39C845EE}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{2013470A-915C-46F2-BDD3-FCAA39C845EE}.Release|Any CPU.Build.0 = Release|Any CPU
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{EAA5488E-ADF0-4D68-91F4-FAE98C8691FC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{EAA5488E-ADF0-4D68-91F4-FAE98C8691FC}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{EAA5488E-ADF0-4D68-91F4-FAE98C8691FC}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{EAA5488E-ADF0-4D68-91F4-FAE98C8691FC}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(NestedProjects) = preSolution
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{EAA5488E-ADF0-4D68-91F4-FAE98C8691FC} = {40F3B724-88A1-4D4F-93AB-FE0DC07A347E}
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EndGlobalSection
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EndGlobal
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@ -46,8 +46,8 @@ namespace Dashboard.OpenGL
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{
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if (IsInit) return;
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int vs = CreateShader(GL_VERTEX_SHADER, "Quik.res.gl21.vert");
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int fs = CreateShader(GL_FRAGMENT_SHADER, "Quik.res.gl21.frag");
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int vs = CreateShader(GL_VERTEX_SHADER, "Dashboard.res.gl21.vert");
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int fs = CreateShader(GL_FRAGMENT_SHADER, "Dashboard.res.gl21.frag");
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program = GL.CreateProgram();
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GL.AttachShader(program, vs);
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