Profiler / Debug visualizations in progress
Implemented support for dynamic VBO's (used by text rendering system)
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@@ -31,5 +31,7 @@ uniform sampler2D diffuseTexture;
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void main()
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{
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gl_FragColor = texture2D(diffuseTexture, textureCoordinate);
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lowp vec4 font_color = texture2D(diffuseTexture, textureCoordinate);
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gl_FragColor = vec4(font_color.r, font_color.g, font_color.b, font_color.r + 0.50);
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// gl_FragColor = vec4(textureCoordinate.s, textureCoordinate.t, 0.0, 1.0);
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}
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