<commit_before>////////////////////////////////////////////////////////////////////////////////
//
// (C) <NAME> 2012, 2013
//
// Modular Framework for OpenGLES2 rendering on multiple platforms.
//
// Bump shader that uses textures for all material channels

namespace octet {
  class city_bump_shader : public shader {
    // indices to use with glUniform*()

    GLuint modelToProjection_index; // index for model space to projection space matrix
    GLuint modelToCamera_index;     // second matrix used for lighting maps model to camera space
    GLuint cameraToProjection_index;// used in skinned shader
    GLuint light_uniforms_index;    // lighting parameters for fragment shader
    GLuint num_lights_index;        // how many lights?
    GLuint samplers_index;          // index for texture samplers
	
	GLuint tile_size_index;

    void init_uniforms(const char *vertex_shader, const char *fragment_shader) {
      // use the common shader code to compile and link the shaders<commit_msg>Lorenzo duplicated a class definition. Commented the first class to prevent errors.<commit_after>////////////////////////////////////////////////////////////////////////////////
//
// (C) <NAME> 2012, 2013
//
// Modular Framework for OpenGLES2 rendering on multiple platforms.
//
// Bump shader that uses textures for all material channels

namespace octet {
  class ___city_bump_shader : public shader {
    // indices to use with glUniform*()

    GLuint modelToProjection_index; // index for model space to projection space matrix
    GLuint modelToCamera_index;     // second matrix used for lighting maps model to camera space
    GLuint cameraToProjection_index;// used in skinned shader
    GLuint light_uniforms_index;    // lighting parameters for fragment shader
    GLuint num_lights_index;        // how many lights?
    GLuint samplers_index;          // index for texture samplers
	
	GLuint tile_size_index;

    void init_uniforms(const char *vertex_shader, const char *fragment_shader) {
      // use the common shader code to compile and link the shaders
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