 void Shader::setSampler0D(const std::string &name, unsigned int texture, int id) const {  glActiveTexture(GL_TEXTURE0 + id);  glBindTexture(GL_TEXTURE_0D, texture);  this->setInt(name, id); } void Shader::setSampler0D(const std::string &name, unsigned int texture, int id) const {  glActiveTexture(GL_TEXTURE0 + id);  glBindTexture(GL_TEXTURE_0D, texture);  this->setInt(name, id); } 