render: re-add texCoord vertex attribute
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d8d7fe8233
commit
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@ -9,11 +9,17 @@ import (
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var (
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var (
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screenQuadVerts = []float32{
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screenQuadVerts = []float32{
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-1, -1,
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-1, -1,
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0, 0,
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1, -1,
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1, -1,
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1, 0,
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1, 1,
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1, 1,
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1, 1,
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-1, -1,
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-1, -1,
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0, 0,
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1, 1,
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1, 1,
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1, 1,
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-1, 1,
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-1, 1,
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0, 1,
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}
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}
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screenQuadVAO uint32
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screenQuadVAO uint32
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screenQuadVBO uint32
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screenQuadVBO uint32
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@ -27,8 +33,10 @@ func initScreenQuad() {
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gl.GenVertexArrays(1, &screenQuadVAO)
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gl.GenVertexArrays(1, &screenQuadVAO)
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gl.BindVertexArray(screenQuadVAO)
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gl.BindVertexArray(screenQuadVAO)
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gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(2*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
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gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
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gl.VertexAttribPointer(1, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(int(2*unsafe.Sizeof(float32(0)))))
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gl.EnableVertexAttribArray(0)
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gl.EnableVertexAttribArray(0)
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gl.EnableVertexAttribArray(1)
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}
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}
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// drawScreenQuad draws a Quad covering the entire screen.
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// drawScreenQuad draws a Quad covering the entire screen.
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