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graphics: Bug fix: Remove modelview_matrix
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a2cc291573
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@ -241,7 +241,6 @@ func (p *programContext) begin() error {
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tx, ty, 0, 1,
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tx, ty, 0, 1,
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}
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}
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if !areSameFloat32Array(p.state.lastModelviewMatrix, modelviewMatrix) {
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if !areSameFloat32Array(p.state.lastModelviewMatrix, modelviewMatrix) {
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c.UniformFloats(p.program, "modelview_matrix", modelviewMatrix)
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if p.state.lastModelviewMatrix == nil {
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if p.state.lastModelviewMatrix == nil {
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p.state.lastModelviewMatrix = make([]float32, 16)
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p.state.lastModelviewMatrix = make([]float32, 16)
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}
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}
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@ -39,7 +39,6 @@ func shader(c *opengl.Context, id shaderId) string {
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var shaders = map[shaderId]string{
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var shaders = map[shaderId]string{
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shaderVertexModelview: `
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shaderVertexModelview: `
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uniform highp mat4 projection_matrix;
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uniform highp mat4 projection_matrix;
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uniform highp mat4 modelview_matrix; // TODO: Remove this
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attribute highp vec2 vertex;
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attribute highp vec2 vertex;
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attribute highp vec2 tex_coord;
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attribute highp vec2 tex_coord;
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attribute highp vec4 geo_matrix_body;
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attribute highp vec4 geo_matrix_body;
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@ -48,7 +47,6 @@ varying highp vec2 vertex_out_tex_coord;
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void main(void) {
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void main(void) {
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vertex_out_tex_coord = tex_coord;
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vertex_out_tex_coord = tex_coord;
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mat4 x = modelview_matrix; // temporary hack not to omit modelview_matrix
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mat4 geo_matrix = mat4(
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mat4 geo_matrix = mat4(
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vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0),
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vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0),
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vec4(geo_matrix_body[1], geo_matrix_body[3], 0, 0),
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vec4(geo_matrix_body[1], geo_matrix_body[3], 0, 0),
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