changing vec4 to vec2 for perf reasons.
Change-Id: Ic885a6dc697af4fd82e184158772863673f041bd
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@@ -101,7 +101,7 @@ public class ProgramVertex extends Program {
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mShader = "//rs_shader_internal\n";
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mShader += "varying vec4 varColor;\n";
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mShader += "varying vec4 varTex0;\n";
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mShader += "varying vec2 varTex0;\n";
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mShader += "void main() {\n";
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mShader += " gl_Position = UNI_MVP * ATTRIB_position;\n";
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@@ -109,7 +109,7 @@ public class ProgramVertex extends Program {
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mShader += " varColor = ATTRIB_color;\n";
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if (mTextureMatrixEnable) {
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mShader += " varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n";
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mShader += " varTex0 = (UNI_TexMatrix * vec4(ATTRIB_texture0, 0.0, 1.0)).xy;\n";
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} else {
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mShader += " varTex0 = ATTRIB_texture0;\n";
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}
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@@ -126,7 +126,7 @@ public class ProgramVertex extends Program {
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b.add(Element.F32_4(mRS), "position");
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b.add(Element.F32_4(mRS), "color");
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b.add(Element.F32_3(mRS), "normal");
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b.add(Element.F32_4(mRS), "texture0");
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b.add(Element.F32_2(mRS), "texture0");
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addInput(b.create());
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return super.create();
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