Map shader base, add memory util.
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@ -12,7 +12,7 @@ out vec2 v_TextureCoord;
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void main() {
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uint instanceIndex = uint(gl_InstanceID);
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uint indiceIndex = uint(gl_VertexID % 6);
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uint indiceIndex = quadGetIndiceIndex(gl_VertexID);
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vec2 vert = entityGetVertice(instanceIndex, indiceIndex);
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vec2 uv = quadGetTextureCoordinate(indiceIndex);
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@ -7,6 +7,7 @@
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#include "assert/assert.h"
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#include "assert/assertgl.h"
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#include "util/memory.h"
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#include "entityshader.h"
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#include "entity_vert.glsl.h"
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#include "entity_frag.glsl.h"
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@ -16,7 +17,7 @@
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entityshader_t ENTITY_SHADER;
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void entityShaderInit() {
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memset(&ENTITY_SHADER, 0, sizeof(entityshader_t));
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memoryZero(&ENTITY_SHADER, sizeof(entityshader_t));
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shaderInit(
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&ENTITY_SHADER.shader,
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