Remove the remaining bits of deprecated GL usage
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.
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29 changed files with 701 additions and 295 deletions
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/* Fragment shader that produces a simple
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* fade in / fade out type transition */
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uniform sampler2D frozenScene;
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uniform sampler2D currentScene;
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uniform float prog;
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varying vec2 v_texCoord;
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void main()
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{
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vec2 texCoor = gl_TexCoord[0].st;
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vec4 newPixel = texture2D(currentScene, texCoor);
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vec4 oldPixel = texture2D(frozenScene, texCoor);
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vec4 newPixel = texture2D(currentScene, v_texCoord);
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vec4 oldPixel = texture2D(frozenScene, v_texCoord);
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gl_FragColor = mix(oldPixel, newPixel, prog);
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}
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