fix vertex shader positioning
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c7e0b9696d
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490f8973d2
@ -10,6 +10,6 @@ varying vec2 pos_2d_i;
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void main()
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void main()
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{
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{
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gl_Position = projection *
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gl_Position = projection *
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(modelview * vec4(pos, 0, 1) + vec4(offset, 0, 1));
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(modelview * vec4(pos, 0, 1) + vec4(offset, 0, 0));
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pos_2d_i = pos + offset;
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pos_2d_i = pos + offset;
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}
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}
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@ -33,7 +33,6 @@ public class MyRenderer implements GLSurfaceView.Renderer
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private float m_modelview[] = new float[16];
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private float m_modelview[] = new float[16];
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private int m_width;
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private int m_width;
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private int m_height;
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private int m_height;
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private float m_aspect = 1.0f;
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private final int GRID_WIDTH = 16;
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private final int GRID_WIDTH = 16;
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private final int GRID_HEIGHT = 9;
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private final int GRID_HEIGHT = 9;
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private float[][] m_tiles = new float[GRID_WIDTH][GRID_HEIGHT];
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private float[][] m_tiles = new float[GRID_WIDTH][GRID_HEIGHT];
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@ -186,7 +185,6 @@ public class MyRenderer implements GLSurfaceView.Renderer
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{
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{
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m_width = width;
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m_width = width;
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m_height = height;
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m_height = height;
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m_aspect = width / (float) height;
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GLES20.glViewport(0, 0, width, height);
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GLES20.glViewport(0, 0, width, height);
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