Cleanup
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@@ -12,29 +12,28 @@ public class IndexedRenderer implements Disposable{
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private final static int vsize = 5;
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private Shader program = new Shader(
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Strings.join("\n",
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"attribute vec4 " + Shader.positionAttribute + ";",
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"attribute vec4 " + Shader.colorAttribute + ";",
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"attribute vec2 " + Shader.texcoordAttribute + "0;",
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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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"",
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"void main(){",
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" v_color = " + Shader.colorAttribute + ";",
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" v_color.a = v_color.a * (255.0/254.0);",
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" v_texCoords = " + Shader.texcoordAttribute + "0;",
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" gl_Position = u_projTrans * " + Shader.positionAttribute + ";",
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"}"),
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Strings.join("\n",
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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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"",
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"void main(){",
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" gl_FragColor = v_color * texture2D(u_texture, v_texCoords);",
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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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"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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);
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private Mesh mesh;
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private float[] tmpVerts = new float[vsize * 6];
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private float[] vertices;
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