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@ -221,7 +221,7 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() |
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
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const GLchar *vertex_shader = |
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const GLchar *vertex_shader = |
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"#version 330\n" |
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"#version 150\n" |
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"uniform mat4 ProjMtx;\n" |
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"uniform mat4 ProjMtx;\n" |
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"in vec2 Position;\n" |
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"in vec2 Position;\n" |
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"in vec2 UV;\n" |
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"in vec2 UV;\n" |
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@ -236,7 +236,7 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() |
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"}\n"; |
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"}\n"; |
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const GLchar* fragment_shader = |
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const GLchar* fragment_shader = |
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"#version 330\n" |
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"#version 150\n" |
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"uniform sampler2D Texture;\n" |
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"uniform sampler2D Texture;\n" |
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"in vec2 Frag_UV;\n" |
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"in vec2 Frag_UV;\n" |
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"in vec4 Frag_Color;\n" |
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"in vec4 Frag_Color;\n" |
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