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use attrib pointers in nativeVertexFormat
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@ -115,11 +115,11 @@ void CreatePrograms()
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const char *VProgram =
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"#version 130\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()\n"
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"{\n"
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" uv0 = texture0;\n"
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" uv0 = tex0;\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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