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Embraces std::make_[unique/shared] in place of .reset(new .
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@@ -122,7 +122,7 @@ void TextureTarget::draw(float aspect_ratio, float colour_threshold) const {
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"{"
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"fragColour = clamp(texture(texID, texCoordVarying), threshold, 1.0);"
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"}";
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pixel_shader_.reset(new Shader(vertex_shader, fragment_shader));
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pixel_shader_ = std::make_unique<Shader>(vertex_shader, fragment_shader);
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pixel_shader_->bind();
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test_gl(glGenVertexArrays, 1, &drawing_vertex_array_);
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