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Rename members of TextureQuad
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@ -93,38 +93,38 @@ func DrawTexture(native gl.Texture, target gl.Texture, width, height int, projec
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indicies := []uint32{}
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// TODO: Check len(quads) and gl.MAX_ELEMENTS_INDICES?
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for i, quad := range quads {
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x0 := quad.VertexX0
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x1 := quad.VertexX1
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x2 := quad.VertexX2
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y0 := quad.VertexY0
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y1 := quad.VertexY1
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y2 := quad.VertexY2
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vertices = append(vertices,
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x0, y0,
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x1, y0,
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x0, y1,
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x1, y1,
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x2, y1,
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x1, y2,
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x2, y2,
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)
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u0 := quad.TextureCoordU0
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u1 := quad.TextureCoordU1
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u2 := quad.TextureCoordU2
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v0 := quad.TextureCoordV0
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v1 := quad.TextureCoordV1
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v2 := quad.TextureCoordV2
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texCoords0 = append(texCoords0,
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u0, v0,
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u1, v0,
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u0, v1,
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u1, v1,
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u2, v1,
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u1, v2,
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u2, v2,
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)
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if program == programColorMatrix.native {
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w := float32(internal.AdjustSizeForTexture(width))
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h := float32(internal.AdjustSizeForTexture(height))
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xx0 := x0 / w
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xx1 := x1 / w
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xx2 := x2 / w
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yy0 := y0 / h
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yy1 := y1 / h
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yy2 := y2 / h
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texCoords1 = append(texCoords1,
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xx0, yy0,
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xx1, yy0,
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xx0, yy1,
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xx1, yy1,
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xx2, yy1,
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xx1, yy2,
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xx2, yy2,
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)
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}
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base := uint32(i * 4)
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@ -16,14 +16,13 @@ limitations under the License.
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package shader
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// TODO: Rename X1, X2 -> X0, X1
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type TextureQuad struct {
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VertexX0 float32
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VertexX1 float32
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VertexX2 float32
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VertexY0 float32
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VertexY1 float32
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VertexY2 float32
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TextureCoordU0 float32
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TextureCoordU1 float32
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TextureCoordU2 float32
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TextureCoordV0 float32
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TextureCoordV1 float32
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TextureCoordV2 float32
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}
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