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GLSL bindings and Vulkan bug fixes
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@@ -235,7 +235,7 @@ struct TestApplicationCallback : IApplicationCallback
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/* Create render target */
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int x, y, w, h;
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self->mainWindow->getWindowFrame(x, y, w, h);
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self->m_renderTarget = factory->newRenderTexture(w, h, 1);
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self->m_renderTarget = factory->newRenderTexture(w, h);
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/* Make Tri-strip VBO */
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struct Vert
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@@ -294,8 +294,9 @@ struct TestApplicationCallback : IApplicationCallback
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"precision highp float;\n"
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"uniform sampler2D texs[1];\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
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"layout(location=0) out vec4 out_frag;\n"
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"in vec2 out_uv;\n"
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"void main()\n"
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@@ -395,7 +396,7 @@ struct TestApplicationCallback : IApplicationCallback
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int appMain(IApplication* app)
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{
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mainWindow = app->newWindow(_S("YAY!"));
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mainWindow = app->newWindow(_S("YAY!"), 1);
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mainWindow->setCallback(&windowCallback);
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mainWindow->showWindow();
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windowCallback.m_lastRect = mainWindow->getWindowFrame();
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