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internal/graphics: rename constants
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@ -31,8 +31,8 @@ const (
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1 + // the texture source region's origin
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1 // the texture source region's size
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DestinationTextureSizeUniformVariableIndex = 0
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TextureSizesUniformVariableIndex = 1
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TextureDestinationSizeUniformVariableIndex = 0
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TextureSourceSizesUniformVariableIndex = 1
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TextureDestinationRegionOriginUniformVariableIndex = 2
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TextureDestinationRegionSizeUniformVariableIndex = 3
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TextureSourceOffsetsUniformVariableIndex = 4
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@ -963,7 +963,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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// Set the destination texture size.
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dw, dh := dst.internalSize()
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uniformVars[graphics.DestinationTextureSizeUniformVariableIndex] = graphicsdriver.Uniform{
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uniformVars[graphics.TextureDestinationSizeUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: []float32{float32(dw), float32(dh)},
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}
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@ -976,7 +976,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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usizes[2*i+1] = float32(h)
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}
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}
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uniformVars[graphics.TextureSizesUniformVariableIndex] = graphicsdriver.Uniform{
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uniformVars[graphics.TextureSourceSizesUniformVariableIndex] = graphicsdriver.Uniform{
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Float32s: usizes,
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}
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@ -268,7 +268,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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}
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{
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const idx = graphics.DestinationTextureSizeUniformVariableIndex
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const idx = graphics.TextureDestinationSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value.Float32s = []float32{float32(w), float32(h)}
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@ -284,7 +284,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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}
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}
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const idx = graphics.TextureSizesUniformVariableIndex
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const idx = graphics.TextureSourceSizesUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value.Float32s = sizes
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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