PyDoc: add gpu.shader
Also some syntax corrections.
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		@@ -254,16 +254,19 @@ PyDoc_STRVAR(bpygpu_shader_uniform_vector_float_doc,
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"   Set the buffer to fill the uniform.\n"
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"\n"
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"   :param location: location of the uniform variable to be modified.\n"
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"   :type location:  `int`\n"
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"   :param buffer:   buffer object with format float.\n"
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"   :type buffer:    `buffer object`\n"
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"   :param length:   size of the uniform data type:\n"
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"                    1: float\n"
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"                    2: vec2 or float[2]\n"
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"                    3: vec3 or float[3]\n"
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"                    4: vec4 or float[4]\n"
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"                    9: mat3\n"
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"                    16: mat4\n"
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"   :type location: `int`\n"
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"   :param buffer: buffer object with format float.\n"
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"   :type buffer: `buffer object`\n"
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"   :param length:\n"
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"      size of the uniform data type:\n"
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"\n"
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"      - 1: float\n"
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"      - 2: vec2 or float[2]\n"
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"      - 3: vec3 or float[3]\n"
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"      - 4: vec4 or float[4]\n"
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"      - 9: mat3\n"
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"      - 16: mat4\n"
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"\n"
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"   :type length:    `int`\n"
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"   :param count:    specifies the number of elements, vector or matrices that are to be modified.\n"
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"   :type count:     `int`\n"
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@@ -294,7 +297,7 @@ static PyObject *bpygpu_shader_uniform_vector_float(
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PyDoc_STRVAR(bpygpu_shader_uniform_vector_int_doc,
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".. method:: uniform_vector_int(location, buffer, length, count)\n"
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"\n"
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"   See GPUShader.uniform_vector_float(...) description.\n."
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"   See GPUShader.uniform_vector_float(...) description.\n"
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);
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static PyObject *bpygpu_shader_uniform_vector_int(
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        BPyGPUShader *self, PyObject *args)
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@@ -376,9 +379,7 @@ static PyObject *bpygpu_shader_attr_from_name(
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}
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PyDoc_STRVAR(bpygpu_shader_program_doc,
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".. method:: The name of the program object for use by the OpenGL API (read-only).\n"
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"\n"
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"   :rtype: `int`\n"
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"The name of the program object for use by the OpenGL API (read-only).\n\n:type: int"
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);
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static PyObject *bpygpu_shader_program_get(BPyGPUShader *self, void *UNUSED(closure))
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{
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@@ -439,14 +440,17 @@ PyDoc_STRVAR(bpygpu_shader_doc,
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"The GLSL #version directive is automatically included at the top of shaders, and set to 330.\n"
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"\n"
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"Some preprocessor directives are automatically added according to the Operating System or availability.\n"
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"These are:\n"
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"        \"#define GPU_ATI\\n\"\n"
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"        \"#define GPU_NVIDIA\\n\"\n"
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"        \"#define GPU_INTEL\\n\"\n"
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"\n"
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"The following extensions are enabled by default if supported by the GPU:\n"
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"        \"#extension GL_ARB_texture_gather: enable\\n\"\n"
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"        \"#extension GL_ARB_texture_query_lod: enable\\n\"\n"
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"These are::\n"
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"\n"
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"   \"#define GPU_ATI\\n\"\n"
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"   \"#define GPU_NVIDIA\\n\"\n"
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"   \"#define GPU_INTEL\\n\"\n"
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"\n"
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"The following extensions are enabled by default if supported by the GPU::\n"
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"\n"
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"   \"#extension GL_ARB_texture_gather: enable\\n\"\n"
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"   \"#extension GL_ARB_texture_query_lod: enable\\n\"\n"
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"\n"
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"To debug shaders, use the --debug-gpu-shaders command line option"
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" to see full GLSL shader compilation and linking errors.\n"
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