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@ -221,7 +221,7 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar *vertex_shader =
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const GLchar *vertex_shader =
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"#version 330\n"
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"#version 150\n"
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"uniform mat4 ProjMtx;\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec2 UV;\n"
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@ -236,7 +236,7 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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"}\n";
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"}\n";
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const GLchar* fragment_shader =
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const GLchar* fragment_shader =
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"#version 330\n"
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"#version 150\n"
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"uniform sampler2D Texture;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"in vec4 Frag_Color;\n"
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