Cleanup
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@@ -10,27 +10,29 @@ public class IndexedRenderer implements Disposable{
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private static final int vsize = 5;
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private final Shader program = new Shader(
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"attribute vec4 a_position;\n" +
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"attribute vec4 a_color;\n" +
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"attribute vec2 a_texCoord0;\n" +
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"uniform mat4 u_projTrans;\n" +
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"varying vec4 v_color;\n" +
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"varying vec2 v_texCoords;\n" +
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"""
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main(){
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v_color = a_color;
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v_color.a = v_color.a * (255.0/254.0);
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v_texCoords = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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""",
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"void main(){\n" +
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" v_color = a_color;\n" +
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" v_color.a = v_color.a * (255.0/254.0);\n" +
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" v_texCoords = a_texCoord0;\n" +
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" gl_Position = u_projTrans * a_position;\n" +
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"}",
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"varying lowp vec4 v_color;\n" +
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"varying vec2 v_texCoords;\n" +
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"uniform sampler2D u_texture;\n" +
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"void main(){\n" +
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" gl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n" +
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"}"
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"""
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varying lowp vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main(){
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gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
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}
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"""
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);
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private Mesh mesh;
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private float[] tmpVerts = new float[vsize * 6];
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