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@@ -73,12 +73,11 @@ void render_editor(SDL_Window *window, Free_Glyph_Atlas *atlas, Simple_Renderer
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simple_renderer_use(sr);
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+ sr->resolution = vec2f(w, h);
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+ sr->time = (float) SDL_GetTicks() / 1000.0f;
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+
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// Render text
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simple_renderer_set_shader(sr, SHADER_FOR_EPICNESS);
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- glUniform2f(sr->uniforms[UNIFORM_SLOT_RESOLUTION], (float) w, (float) h);
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- glUniform1f(sr->uniforms[UNIFORM_SLOT_TIME], (float) SDL_GetTicks() / 1000.0f);
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- glUniform2f(sr->uniforms[UNIFORM_SLOT_CAMERA_POS], sr->camera_pos.x, sr->camera_pos.y);
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- glUniform1f(sr->uniforms[UNIFORM_SLOT_CAMERA_SCALE], sr->camera_scale);
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{
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for (size_t row = 0; row < editor->lines.count; ++row) {
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Line line = editor->lines.items[row];
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@@ -114,10 +113,6 @@ void render_editor(SDL_Window *window, Free_Glyph_Atlas *atlas, Simple_Renderer
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// Render cursor
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simple_renderer_set_shader(sr, SHADER_FOR_COLOR);
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- glUniform2f(sr->uniforms[UNIFORM_SLOT_RESOLUTION], (float) w, (float) h);
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- glUniform1f(sr->uniforms[UNIFORM_SLOT_TIME], (float) SDL_GetTicks() / 1000.0f);
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- glUniform2f(sr->uniforms[UNIFORM_SLOT_CAMERA_POS], sr->camera_pos.x, sr->camera_pos.y);
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- glUniform1f(sr->uniforms[UNIFORM_SLOT_CAMERA_SCALE], sr->camera_scale);
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{
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float CURSOR_WIDTH = 5.0f;
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Uint32 CURSOR_BLINK_THRESHOLD = 500;
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