The drawing is now completely shader based, which makes away
with all usage of the depracted matrix stack. This also allows
us to do things like simple translations and texture coordinate
translation directly instead of doing everything indirectly
through matrices.
Fixed vertex attributes ('vertexPointer()' etc) are also
replaced with user defined attribute arrays.
		
	
			
		
			
				
	
	
		
			9 lines
		
	
	
	
		
			119 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			9 lines
		
	
	
	
		
			119 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform sampler2D texture;
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varying vec2 v_texCoord;
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void main()
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{
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	gl_FragColor = texture2D(texture, v_texCoord);
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}
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