188 lines
5.6 KiB
Go
188 lines
5.6 KiB
Go
package canvas
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import (
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"bytes"
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"errors"
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"image"
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"io/ioutil"
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"unsafe"
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)
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type Image struct {
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w, h int
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tex uint32
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}
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func LoadImage(src interface{}) (*Image, error) {
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switch v := src.(type) {
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case *image.RGBA:
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return loadImageRGBA(v)
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case *image.Gray:
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return loadImageGray(v)
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case image.Image:
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return loadImageConverted(v)
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case string:
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data, err := ioutil.ReadFile(v)
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if err != nil {
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return nil, err
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}
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img, _, err := image.Decode(bytes.NewReader(data))
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if err != nil {
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return nil, err
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}
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return LoadImage(img)
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case []byte:
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img, _, err := image.Decode(bytes.NewReader(v))
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if err != nil {
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return nil, err
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}
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return LoadImage(img)
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}
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return nil, errors.New("Unsupported source type")
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}
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func loadImageRGBA(src *image.RGBA) (*Image, error) {
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img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
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gli.GenTextures(1, &img.tex)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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if err := glError(); err != nil {
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return nil, err
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}
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if src.Stride == img.w*4 {
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&src.Pix[0]))
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} else {
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data := make([]uint8, 0, img.w*img.h*4)
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for y := 0; y < img.h; y++ {
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start := y * src.Stride
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end := start + img.w*4
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data = append(data, src.Pix[start:end]...)
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}
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
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}
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if err := glError(); err != nil {
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return nil, err
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}
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gli.GenerateMipmap(gl_TEXTURE_2D)
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if err := glError(); err != nil {
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return nil, err
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}
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return img, nil
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}
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func loadImageGray(src *image.Gray) (*Image, error) {
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img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
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gli.GenTextures(1, &img.tex)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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if err := glError(); err != nil {
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return nil, err
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}
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if src.Stride == img.w {
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RED, int32(img.w), int32(img.h), 0, gl_RED, gl_UNSIGNED_BYTE, gli.Ptr(&src.Pix[0]))
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} else {
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data := make([]uint8, 0, img.w*img.h)
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for y := 0; y < img.h; y++ {
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start := y * src.Stride
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end := start + img.w
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data = append(data, src.Pix[start:end]...)
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}
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RED, int32(img.w), int32(img.h), 0, gl_RED, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
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}
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if err := glError(); err != nil {
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return nil, err
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}
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gli.GenerateMipmap(gl_TEXTURE_2D)
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if err := glError(); err != nil {
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return nil, err
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}
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return img, nil
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}
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func loadImageConverted(src image.Image) (*Image, error) {
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img := &Image{w: src.Bounds().Dx(), h: src.Bounds().Dy()}
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gli.GenTextures(1, &img.tex)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR_MIPMAP_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
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gli.TexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
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if err := glError(); err != nil {
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return nil, err
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}
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data := make([]uint8, 0, img.w*img.h*4)
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for y := 0; y < img.h; y++ {
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for x := 0; x < img.w; x++ {
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ir, ig, ib, ia := src.At(x, y).RGBA()
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r, g, b, a := uint8(ir>>8), uint8(ig>>8), uint8(ib>>8), uint8(ia>>8)
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data = append(data, r, g, b, a)
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}
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}
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gli.TexImage2D(gl_TEXTURE_2D, 0, gl_RGBA, int32(img.w), int32(img.h), 0, gl_RGBA, gl_UNSIGNED_BYTE, gli.Ptr(&data[0]))
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if err := glError(); err != nil {
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return nil, err
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}
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gli.GenerateMipmap(gl_TEXTURE_2D)
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if err := glError(); err != nil {
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return nil, err
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}
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return img, nil
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}
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func (img *Image) W() int { return img.w }
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func (img *Image) H() int { return img.h }
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func (img *Image) Size() (int, int) { return img.w, img.h }
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func (cv *Canvas) DrawImage(img *Image, coords ...float32) {
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var sx, sy, sw, sh, dx, dy, dw, dh float32
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sw, sh = float32(img.w), float32(img.h)
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dw, dh = float32(img.w), float32(img.h)
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if len(coords) == 2 {
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dx, dy = coords[0], coords[1]
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} else if len(coords) == 4 {
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dx, dy = coords[0], coords[1]
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dw, dh = coords[2], coords[3]
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} else if len(coords) == 8 {
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sx, sy = coords[0], coords[1]
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sw, sh = coords[2], coords[3]
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dx, dy = coords[4], coords[5]
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dw, dh = coords[6], coords[7]
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}
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dx0, dy0 := cv.ptToGL(dx, dy)
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dx1, dy1 := cv.ptToGL(dx+dw, dy+dh)
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sx /= float32(img.w)
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sy /= float32(img.h)
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sw /= float32(img.w)
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sh /= float32(img.h)
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cv.activate()
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gli.UseProgram(tr.id)
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gli.ActiveTexture(gl_TEXTURE0)
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gli.BindTexture(gl_TEXTURE_2D, img.tex)
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gli.Uniform1i(tr.image, 0)
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gli.BindBuffer(gl_ARRAY_BUFFER, buf)
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data := [16]float32{dx0, dy0, dx0, dy1, dx1, dy1, dx1, dy0,
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sx, sy, sx, sy + sh, sx + sw, sy + sh, sx + sw, sy}
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gli.BufferData(gl_ARRAY_BUFFER, len(data)*4, unsafe.Pointer(&data[0]), gl_STREAM_DRAW)
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gli.VertexAttribPointer(tr.vertex, 2, gl_FLOAT, false, 0, nil)
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gli.VertexAttribPointer(tr.texCoord, 2, gl_FLOAT, false, 0, gli.PtrOffset(8*4))
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gli.EnableVertexAttribArray(tr.vertex)
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gli.EnableVertexAttribArray(tr.texCoord)
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gli.DrawArrays(gl_TRIANGLE_FAN, 0, 4)
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gli.DisableVertexAttribArray(tr.vertex)
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gli.DisableVertexAttribArray(tr.texCoord)
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}
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