update: add grid
parent
84207f9eb9
commit
a44a156887
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@ -0,0 +1,9 @@
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#define lowp
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#define mediump
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#define highp
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#line 0
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varying lowp vec3 vary_color;
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void main (void) {
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gl_FragColor = vec4 (vary_color, 1.0);
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}
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@ -0,0 +1,15 @@
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#define lowp
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#define mediump
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#define highp
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#line 0
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attribute highp vec4 attr_pos;
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attribute lowp vec3 attr_color;
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uniform highp mat4 uni_mvp;
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varying lowp vec3 vary_color;
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void main (void) {
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vary_color = attr_color;
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gl_Position = uni_mvp * attr_pos;
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}
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@ -11,6 +11,10 @@ use anyhow::{
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anyhow,
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anyhow,
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Context,
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Context,
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};
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};
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use glam::{
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Mat4,
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Vec3,
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};
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use sdl2::{
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use sdl2::{
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event::Event,
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event::Event,
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keyboard::{Keycode, Scancode},
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keyboard::{Keycode, Scancode},
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@ -31,26 +35,64 @@ struct GraphicsContext {
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index_buffer: gpu_buffers::IndexBuffer,
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index_buffer: gpu_buffers::IndexBuffer,
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shader_program: shader::ShaderProgram,
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shader_program: shader::ShaderProgram,
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shader_locations: ShaderLocations,
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}
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struct ShaderLocations {
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attr_pos: u32,
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attr_pos: u32,
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attr_color: u32,
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uni_mvp: i32,
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}
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impl ShaderLocations {
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pub fn new (shader_program: &shader::ShaderProgram) -> anyhow::Result <Self>
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{
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let attr = |name: &str| shader_program.get_attribute_location (&CString::new (name.as_bytes ())?).try_into ().context ("Attribute location negative");
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let uni = |name: &str| shader_program.get_uniform_location (&CString::new (name.as_bytes ())?).try_into ().context ("Uniform location bad");
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Ok (Self {
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attr_pos: attr ("attr_pos")?,
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attr_color: attr ("attr_color")?,
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uni_mvp: uni ("uni_mvp")?,
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})
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}
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}
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}
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fn draw_graphics (ctx: &GraphicsContext) {
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fn draw_graphics (ctx: &GraphicsContext) {
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let attr_pos = ctx.attr_pos;
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let shader_locs = &ctx.shader_locations;
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let attr_pos = shader_locs.attr_pos;
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let attr_color = shader_locs.attr_color;
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let uni_mvp = shader_locs.uni_mvp;
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ctx.window.gl_make_current (&ctx.gl_ctx).unwrap ();
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ctx.window.gl_make_current (&ctx.gl_ctx).unwrap ();
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glezz::clear_color (0.392f32, 0.710f32, 0.965f32, 1.0f32);
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glezz::clear_color (0.392f32, 0.710f32, 0.965f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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let screen_size = (960.0, 540.0);
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let view_mat = proj_mat *
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -20.0)));
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let mvp = view_mat;
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glezz::uniform_matrix_4fv (uni_mvp, &mvp);
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ctx.shader_program.use_program ();
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ctx.shader_program.use_program ();
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glezz::enable_vertex_attrib_array (Some (attr_pos));
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glezz::enable_vertex_attrib_array (Some (attr_pos));
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glezz::enable_vertex_attrib_array (Some (attr_color));
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ctx.vertex_buffer.bind ();
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ctx.vertex_buffer.bind ();
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ctx.index_buffer.bind ();
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ctx.index_buffer.bind ();
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unsafe {
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unsafe {
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gl::VertexAttribPointer (attr_pos, 2, gl::FLOAT, 0, 4 * 2, 0 as *const u8 as *const c_void);
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let num_quads = 4 * 4;
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let stride = 4 * 6;
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gl::VertexAttribPointer (attr_pos, 3, gl::FLOAT, 0, stride, 0 as *const u8 as *const c_void);
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gl::VertexAttribPointer (attr_color, 3, gl::FLOAT, 0, stride, (4 * 3) as *const u8 as *const c_void);
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gl::DrawRangeElements (gl::TRIANGLES, 0, 6, 6, gl::UNSIGNED_INT, 0 as *const u8 as *const c_void);
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gl::DrawRangeElements (gl::TRIANGLES, 0, num_quads * 4, num_quads as i32 * 6, gl::UNSIGNED_INT, 0 as *const u8 as *const c_void);
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}
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}
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ctx.window.gl_swap_window ();
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ctx.window.gl_swap_window ();
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@ -85,43 +127,42 @@ fn main () -> anyhow::Result <()> {
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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let vertex_shader = shader::ShaderObject::from_source (gl::VERTEX_SHADER, b"
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let shader_program = shader::shader_from_files ("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl");
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#define lowp
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let shader_locations = ShaderLocations::new (&shader_program)?;
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#define mediump
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#define highp
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#line 0
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attribute highp vec4 attr_pos;
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void main (void) {
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gl_Position = attr_pos;
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}
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").map_err (|e| anyhow! ("Can't create vertex shader: {}", e))?;
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let fragment_shader = shader::ShaderObject::from_source (gl::FRAGMENT_SHADER, b"
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let mut vertexes = vec![];
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#define lowp
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let mut indexes = vec![];
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#define mediump
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let mut start_index = 0;
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#define highp
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#line 0
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void main (void) {
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gl_FragColor = vec4 (0.329, 0.431, 0.478, 1.0);
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}
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").map_err (|e| anyhow! ("Can't create fragment shader: {}", e))?;
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let shader_program = shader::ShaderProgram::new (&vertex_shader, &fragment_shader).map_err (|e| anyhow! ("Can't link shader program: {}", e))?;
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for y in 0..4 {
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for x in 0..4 {
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let (r, g, b) = if (x + y) % 2 == 0 {
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(0.4, 0.4, 0.4)
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}
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else {
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(0.6, 0.6, 0.6)
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};
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let x = x as f32;
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let y = y as f32;
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let i = start_index;
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vertexes.extend (&[
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x + 0.0, y + 0.0, 0.0, r, g, b,
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x + 1.0, y + 0.0, 0.0, r, g, b,
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x + 1.0, y + 1.0, 0.0, r, g, b,
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x + 0.0, y + 1.0, 0.0, r, g, b,
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]);
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indexes.extend (&[
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i + 0, i + 1, i + 2,
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i + 0, i + 2, i + 3,
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]);
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start_index += 4;
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}
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}
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let attr_pos = shader_program.get_attribute_location (&CString::new ("attr_pos".as_bytes ())?).try_into ()?;
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let vertex_buffer = gpu_buffers::VertexBuffer::from_slice (&vertexes);
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let index_buffer = gpu_buffers::IndexBuffer::from_slice_u32 (&indexes);
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let vertex_buffer = gpu_buffers::VertexBuffer::from_slice (&[
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0.0, 0.0,
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1.0, 0.0,
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1.0, 1.0,
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0.0, 1.0,
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]);
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let index_buffer = gpu_buffers::IndexBuffer::from_slice_u32 (&[
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0, 1, 2,
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0, 2, 3
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]);
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let graphics_ctx = GraphicsContext {
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let graphics_ctx = GraphicsContext {
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window,
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window,
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@ -131,7 +172,7 @@ void main (void) {
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index_buffer,
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index_buffer,
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shader_program,
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shader_program,
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attr_pos,
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shader_locations,
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};
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};
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'running: loop {
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'running: loop {
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