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								#pragma once
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								#include <renderer/texture.hpp>
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								namespace lt {
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								class glTexture: public Texture
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								{
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								public:
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									glTexture(const Ref<Assets::TextureAsset> &asset);
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									~glTexture() override;
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									void bind(unsigned int slot = 0u) override;
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									auto get_texture() -> void * override;
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								private:
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									[[nodiscard]] auto map_num_components_to_format(uint32_t num_components) const -> int;
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									[[nodiscard]] auto map_num_components_to_internal_format(uint32_t num_components) const -> int;
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									uint32_t m_texture_id {};
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								};
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								} // namespace lt
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