Profiler / Debug visualizations in progress
Implemented support for dynamic VBO's (used by text rendering system)
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@@ -31,5 +31,6 @@ 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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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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}
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@@ -33,6 +33,6 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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void main()
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{
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gl_Position = mvp_matrix * vertex_position;
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gl_Position = /*mvp_matrix * */vertex_position;
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textureCoordinate = vertex_uv.xy;
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}
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