render/gles2: use .x/.y instead of .s/.t
texcoord is a vector of coordinates, with the first member being the X axis value and the second member being the Y axis value. It makes more sense to use the accessors with the same names.
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@ -50,7 +50,7 @@ const GLchar tex_vertex_src[] =
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"void main() {\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" if (invert_y) {\n"
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" if (invert_y) {\n"
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" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);\n"
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" v_texcoord = vec2(texcoord.x, 1.0 - texcoord.y);\n"
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" } else {\n"
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" } else {\n"
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" v_texcoord = texcoord;\n"
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" v_texcoord = texcoord;\n"
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" }\n"
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" }\n"
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