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(Hopefully) Shader fix for amg gpus.
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@ -18,6 +18,11 @@ void ColorMaterial::setup_uniforms() {
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String ColorMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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#if defined(__APPLE__)
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#else
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"#version 100\n"
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"precision mediump float;\n"
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#endif
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_camera_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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@ -24,6 +24,11 @@ void ColorMaterial2D::setup_state() {
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String ColorMaterial2D::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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#if defined(__APPLE__)
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#else
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"#version 100\n"
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"precision mediump float;\n"
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#endif
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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@ -19,6 +19,11 @@ void ColoredMaterial::setup_uniforms() {
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String ColoredMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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#if defined(__APPLE__)
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#else
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"#version 100\n"
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"precision mediump float;\n"
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#endif
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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@ -31,6 +31,11 @@ void FontMaterial::setup_state() {
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String FontMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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#if defined(__APPLE__)
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#else
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"#version 100\n"
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"precision mediump float;\n"
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#endif
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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@ -34,6 +34,11 @@ void TextureMaterial::setup_state() {
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String TextureMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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#if defined(__APPLE__)
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#else
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"#version 100\n"
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"precision mediump float;\n"
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#endif
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_camera_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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@ -31,6 +31,11 @@ void TextureMaterial2D::setup_state() {
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String TextureMaterial2D::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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#if defined(__APPLE__)
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#else
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"#version 100\n"
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"precision mediump float;\n"
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#endif
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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@ -31,6 +31,11 @@ void TransparentTextureMaterial::setup_state() {
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String TransparentTextureMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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#if defined(__APPLE__)
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#else
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"#version 100\n"
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"precision mediump float;\n"
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#endif
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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