Fix shader issue
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@@ -6,6 +6,8 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <assert.h>
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#include <assert.h>
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#define USE_ES_SHADERS 0
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static const GLfloat textureVertices[] =
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static const GLfloat textureVertices[] =
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{
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{
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0.0f, 1.0f,
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0.0f, 1.0f,
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@@ -110,7 +112,7 @@ bool lvrcInitFrameResources(struct lvrcInstance * instance)
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//float warp_scale = 0.305f; // test
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//float warp_scale = 0.305f; // test
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float warp_adj = 1.0f;
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float warp_adj = 1.0f;
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#if 0
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#if USE_ES_SHADERS
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const char* vertex;
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const char* vertex;
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ohmd_gets(OHMD_GLSL_ES_DISTORTION_VERT_SRC, &vertex);
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ohmd_gets(OHMD_GLSL_ES_DISTORTION_VERT_SRC, &vertex);
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const char* fragment;
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const char* fragment;
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@@ -172,9 +174,11 @@ static void prepare(GLuint texture)
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static void draw()
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static void draw()
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{
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{
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#if USE_ES_SHADERS
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glVertexAttribPointer(glGetAttribLocation(shader, "coords"), 2, GL_FLOAT, 0, 0, textureVertices);
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glVertexAttribPointer(glGetAttribLocation(shader, "coords"), 2, GL_FLOAT, 0, 0, textureVertices);
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glEnableVertexAttribArray(glGetAttribLocation(shader, "coords"));
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glEnableVertexAttribArray(glGetAttribLocation(shader, "coords"));
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assert(GL_NO_ERROR == glGetError());
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assert(GL_NO_ERROR == glGetError());
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#endif // USE_ES_SHADERS
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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assert(GL_NO_ERROR == glGetError());
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assert(GL_NO_ERROR == glGetError());
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