Removed all tmps, multithreading now functional
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@@ -1,18 +1,19 @@
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package io.anuke.mindustry.graphics;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.FloatArray;
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import io.anuke.ucore.core.Core;
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import io.anuke.ucore.core.Settings;
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import io.anuke.ucore.core.Timers;
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import io.anuke.ucore.graphics.Shader;
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import io.anuke.ucore.scene.ui.layout.Unit;
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import io.anuke.ucore.util.Tmp;
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public class Shaders{
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public static final Outline outline = new Outline();
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public static final Shield shield = new Shield();
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private static final Vector2 vec = new Vector2();
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public static class Outline extends Shader{
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public Color color = new Color();
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@@ -26,7 +27,7 @@ public class Shaders{
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public void apply(){
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shader.setUniformf("u_color", color);
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shader.setUniformf("u_lighten", lighten);
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shader.setUniformf("u_texsize", Tmp.v1.set(region.getTexture().getWidth(), region.getTexture().getHeight()));
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shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth(), region.getTexture().getHeight()));
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}
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}
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@@ -52,8 +53,8 @@ public class Shaders{
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shader.setUniformf("u_color", color);
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shader.setUniformf("u_time", Timers.time() / Unit.dp.scl(1f));
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shader.setUniformf("u_scaling", scaling);
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shader.setUniformf("u_offset", Tmp.v1.set(Core.camera.position.x, Core.camera.position.y));
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shader.setUniformf("u_texsize", Tmp.v1.set(region.getTexture().getWidth() / scale,
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shader.setUniformf("u_offset", vec.set(Core.camera.position.x, Core.camera.position.y));
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shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth() / scale,
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region.getTexture().getHeight() / scale));
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}
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