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use attrib pointers in nativeVertexFormat
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@ -132,11 +132,11 @@ static const char *s_vertexShaderSrc =
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"#version 130\n"
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"uniform vec2 charSize;\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = texture0 * charSize;\n"
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" uv0 = tex0 * charSize;\n"
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"}\n";
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static const char *s_fragmentShaderSrc =
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