draw other side of tile when rotation completes
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76423f3729
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@ -1,7 +1,8 @@
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uniform bool side;
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varying vec3 color_i;
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void main()
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{
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gl_FragColor = vec4(color_i, 1);
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gl_FragColor = vec4(side ? color_i.bgr : color_i, 1);
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}
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@ -233,6 +233,9 @@ public class MyRenderer implements GLSurfaceView.Renderer
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GLES20.glUniformMatrix4fv(
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GLES20.glGetUniformLocation(m_program, "modelview"),
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1, false, m_modelview, 0);
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GLES20.glUniform1i(
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GLES20.glGetUniformLocation(m_program, "side"),
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t.side ? 1 : 0);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
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checkGLError("glDrawArrays");
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