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@@ -18,28 +18,28 @@ static const GLfloat kViewportAspectRatio =
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// Fullscreen quad dimensions
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static const GLfloat kTopScreenWidthNormalized = 2;
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-static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
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-static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
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+static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
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+static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
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static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
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static const GLfloat g_vbuffer_top[] = {
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- // x, y, z u, v
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- -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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- 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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- 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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- 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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- -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
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- -1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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+ // x, y z u v
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+ -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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+ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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+ 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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+ 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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+ -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
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+ -1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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static const GLfloat g_vbuffer_bottom[] = {
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- // x, y, z u, v
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- -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
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- (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
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- (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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- (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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- -(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
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- -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
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+ // x y z u v
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+ -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
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+ (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
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+ (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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+ (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
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+ -(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
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+ -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
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};
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/// RendererOpenGL constructor
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