remove dual_texture from gl_compose as it is just unconditionally set to false.
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8e0d421ba6
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310b66d519
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@ -202,8 +202,6 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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return;
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return;
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}
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}
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bool dual_texture = false;
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assert(gd->win_shader.prog);
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assert(gd->win_shader.prog);
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glUseProgram(gd->win_shader.prog);
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glUseProgram(gd->win_shader.prog);
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if (gd->win_shader.unifm_opacity >= 0) {
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if (gd->win_shader.unifm_opacity >= 0) {
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@ -224,11 +222,6 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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// Bind texture
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// Bind texture
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glBindTexture(GL_TEXTURE_2D, img->inner->texture);
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glBindTexture(GL_TEXTURE_2D, img->inner->texture);
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if (dual_texture) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, img->inner->texture);
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glActiveTexture(GL_TEXTURE0);
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}
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GLuint vao;
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glGenVertexArrays(1, &vao);
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@ -259,12 +252,6 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDrawBuffer(GL_BACK);
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glDrawBuffer(GL_BACK);
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if (dual_texture) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(2, bo);
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glDeleteBuffers(2, bo);
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