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@@ -310,12 +310,12 @@ int main(void)
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scale = (float) fb_width / (float) wnd_width;
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scale = (float) fb_width / (float) wnd_width;
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vertices[0][0] = 0.f;
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vertices[0][0] = 0.f;
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- vertices[0][1] = fb_height - cursor_y * scale;
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+ vertices[0][1] = (float) (fb_height - cursor_y * scale);
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vertices[1][0] = (float) fb_width;
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vertices[1][0] = (float) fb_width;
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- vertices[1][1] = fb_height - cursor_y * scale;
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- vertices[2][0] = cursor_x * scale;
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+ vertices[1][1] = (float) (fb_height - cursor_y * scale);
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+ vertices[2][0] = (float) (cursor_x * scale);
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vertices[2][1] = 0.f;
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vertices[2][1] = 0.f;
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- vertices[3][0] = cursor_x * scale;
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+ vertices[3][0] = (float) (cursor_x * scale);
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vertices[3][1] = (float) fb_height;
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vertices[3][1] = (float) fb_height;
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glBufferData(GL_ARRAY_BUFFER,
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glBufferData(GL_ARRAY_BUFFER,
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@@ -323,7 +323,7 @@ int main(void)
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vertices,
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vertices,
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GL_STREAM_DRAW);
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GL_STREAM_DRAW);
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- mat4x4_ortho(mvp, 0.f, fb_width, 0.f, fb_height, 0.f, 1.f);
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+ mat4x4_ortho(mvp, 0.f, (float) fb_width, 0.f, (float) fb_height, 0.f, 1.f);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_LINES, 0, 4);
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glDrawArrays(GL_LINES, 0, 4);
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