<commit_before>package openfl._internal.renderer.opengl;


import lime.graphics.GLRenderContext;
import openfl._internal.renderer.AbstractShaderManager;
import openfl.display.Shader;

@:access(openfl.display.Shader)


class GLShaderManager extends AbstractShaderManager {
	
	
	private var gl:GLRenderContext;
	
	
	public function new (gl:GLRenderContext) {
		
		super ();
		
		this.gl = gl;
		
		defaultShader = new Shader ();
		defaultShader.gl = gl;
		defaultShader.__init ();
		
	}
	
	
	public override function setShader (shader:Shader):Void {
		
		if (currentShader == shader) {
			
			currentShader.__update ();
			return;
			
		}
		
		if (currentShader != null) {
			<commit_msg>Null fix<commit_after>package openfl._internal.renderer.opengl;


import lime.graphics.GLRenderContext;
import openfl._internal.renderer.AbstractShaderManager;
import openfl.display.Shader;

@:access(openfl.display.Shader)


class GLShaderManager extends AbstractShaderManager {
	
	
	private var gl:GLRenderContext;
	
	
	public function new (gl:GLRenderContext) {
		
		super ();
		
		this.gl = gl;
		
		defaultShader = new Shader ();
		defaultShader.gl = gl;
		defaultShader.__init ();
		
	}
	
	
	public override function setShader (shader:Shader):Void {
		
		if (currentShader == shader) {
			
			if (currentShader != null) currentShader.__update ();
			return;
			
		}
		
		if (currentShader != null) {
			
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