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@ -163,11 +163,10 @@ process_shader(GLuint *shader, const char * source, GLint shader_type)
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}
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/* Notes on a_angle:
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* It is a vector containing sine and cosine for rotation matrix
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* To get correct rotation for most cases when a_angle is disabled SDL_cos
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value is decremented by 1.0 to get proper output with 0.0 which is
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default value
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*/
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* It is a vector containing sine and cosine for rotation matrix
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* To get correct rotation for most cases when a_angle is disabled cosine
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* value is decremented by 1.0 to get proper output with 0.0 which is default value
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*/
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static const Uint8 GLES2_VertexSrc_Default_[] = " \
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uniform mat4 u_projection; \
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attribute vec2 a_position; \
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